Help with Platformerius based game

Started by juncmodule, Tue 18/05/2004 19:45:32

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juncmodule

I have begun work on my new project which will allow for jumping from Adventure style gameplay to Platformer style gameplay. I am, of course, using 2ma2's Platformerius: the Ninja Incident as a base. I have put together this small demo:

http://www.juncmodule.com/AGSfolder/ADVPLTsample.zip

It is a mostly functioning version of what I want. However I am having problems with the Platform part (imagine that ::)). I extended the length of the room from 320 to 960 and things got all funky. Mainly with the hotspots, in game they are not where they appear in the editor. Very odd, but I assume a simple scripting tweak will fix it.

I would also like to make the "star" disappear once it gets about 100 or 200 pixels away from the character. Currently it travels to the end of the screen before going away, and you can't fire again until it's gone(which is fine, I just want it to go away sooner).

My final thing to tackle, which I haven't even touched yet, is enemies. They will be pretty dumb. Just run from right to left shooting. Some will just stand and shoot. I will wait until I have basic gameplay taken care of before I try this though.

Okay, so the point of this thread:

A. Get help with these problems here.
B. Get someone to join the project and provide help by email. A co-scripter ;D.

Sorry for the "help wanted" flavored thread, but if someone doesn't join me, I still need help, as I will try to tackle these problems myself. Just so you know, I've been pounding at the misplaced hotspots and star thing for several days before posting here.

Thanks,
-junc

foz

#1
looks like my recent steps in to making a scrolling platform game have inspired a few to do the same...

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=12276.0

i fixed this by using regions....

The other thing is to use charcter[ego].x.....and if the star is more than a certain amount more than the ego ...you remove it from screen......using charater[star].room=-1;

if i get time i`ll paste some examples of my games script....

I stopped making it as MIA is my main project at the moment..

foz

juncmodule

Not that it matters...but why the HELL did that work!!?? ;D

Thanks foz.

I figured it would be a simple solution...but that simple? Heh.

I would be most interested in your enemy AI. Heck, would you be interested in sharing all of the source with me? You would most definately earn a place in the credits.

Thanks for the star solution to, I'm going to give it a go.

thanks,
-junc

foz

There is another way round that problem but that was the easiest way..

Its to do with screen co-rds.....regions and hotspots are detected differently ...


I did it like that ..

You can use an offset but its alot of fiddling around.

Sharing my code......???

You would have trouble understanding it as its very jumbled .....i made it and have trouble knowing how it works.

foz


juncmodule

If you change your mind PM me. I would still be interested in seeing what I could decipher out of it.

I seem to be having trouble with the star thing still. When the character throws it to the right everything is fine. To the left is a different story. How do I check his direction? It's not like checking the direction on a normal character. I tried using the anim_direction variable, didn't work though.

eh,
-junc

Hollister Man

You might try checking its position, then setting a flag to check it the next game cycle.  You could figure out if X was more or less than last cycle.
That's like looking through a microscope at a bacterial culture and seeing a THOUSAND DANCING HAMSTERS!

Your whole planet is gonna blow up!  Your whole DAMN planet...

Ginny

Or, you could just check at the same time wether it was 100 pixels to the right or 100 pixels to the left. If it's going right, it won't reach the left anyway, but it will reach the right, and vice versa..
I hope. :)
Try Not to Breathe - coming sooner or later!

We may have years, we may have hours, but sooner or later, we push up flowers. - Membrillo, Grim Fandango coroner

juncmodule

This is what I currently have:

Code: ags

if ((character[ESTAR].x > character[EGO].x+100) && (anim_direction==1)) {
	character[ESTAR].room=-1;
}
if ((character[ESTAR].x > character[EGO].x-100) && (anim_direction==0)) {
	character[ESTAR].room=-1;
} 


This doesn't work for left though. Works perfect for right. When you throw the star left it appears and disappears instantly. anim_direction is called with on_key_press which I think is causing some problems. If I combine the statement...

LOL!! DUh...as I was typing that I noticed that I didn't flip the less than greater than sign.

The Star problem is solved  ;D

I will move on to enemies next. I will update this thread with problems there.

foz, would you care to post some of your enemy AI? especially anything involving chasing the chracter, firing weapons, etc. that varies from 2ma2's script. It would be helpful.

Does anyone else have any enemy AI suggestions? (remember I want to keep them dumb, this is only a small portion of my game and I don't want to waste too much time on it).

thanks,
-junc

foz

Junc...

I will contact you by pm.....regarding your scripting.

foz

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