question about the platform engine template, found at ags resources?

Started by Amiga1, Wed 09/12/2009 19:54:04

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Amiga1

hello ,
I was recently delighted to find that some one  has developed a basic platform game engine for ags.
It is in the down load section under templates,
The ego character can jump kick and punch high and low very impressive.

my question is : is it easy to switch back and forth (in game) from the conventional ags point and click ,over to sections of the game that I wish to play as a platform game?

& and can these punch and kick actions actually be used to cause another character in the game to begin his/or her death animation and ultimately leave the room?
I would love to have some realistic limitation facts before i begin trying to make a game with to many enemies etc.
my ultimate dream is to recreate a game like moonstone on the Amiga !!!
but I appreciate that not all of it would be possible.
http://www.youtube.com/watch?v=y1lbCWqiqyk

I have been searching for an easy intuitive platform development kit for a long long time.
the last program i used to create a stunningly good result was the over head perspective
seuck shoot em up construction kit on the amiga,
then I discovered ags and endevoured to understand it well enough to create a quest,
I have stuck with ags 2.75 and have managed to make some really exciting demo games.

now I regret that i have serious learning difficulties with logic and maths is very taxing for me, I am very very creative & artistic and always full of exciting ideas but i am just not hard wired for complex programing or scripting.

I have tried game maker, platform studio, and multimedia fusion, each time there has either been a technical limitation such as not being able to import your own art, or more often than not the programs are much harder to use than you first assume.
any polite input would be appreciated on this matter?

Matti

Quote from: Amiga1 on Wed 09/12/2009 19:54:04
my question is : is it easy to switch back and forth (in game) from the conventional ags point and click ,over to sections of the game that I wish to play as a platform game?

That shouldn't be too hard, but since I don't know how that template works, I can't really help you.

Quote
& and can these punch and kick actions actually be used to cause another character in the game to begin his/or her death animation and ultimately leave the room?

That shouldn't be a problem either. Simple frame and coordinate checks should do the trick.

Quote
my ultimate dream is to recreate a game like moonstone on the Amiga !!!
but I appreciate that not all of it would be possible.
http://www.youtube.com/watch?v=y1lbCWqiqyk

Hey, you're not the only one. In fact, I'm working on such a thing right now.  Moonstone rules ;)

Sorry for not being very helpful, but I can assure you that all these things are quite possible with AGS.

Amiga1

cool would love to see what you come up with !
guess i have to start learning more about scripting if i am going to merge a beat em up with a quest game.

Matti

Merging the two genres won't be a problem, making a decent beat em up is the difficult part and requires some programming knowledge.

Khris

An easy way to switch between modes would be to use either a variable or use (a) specific room(s) for the beat 'em up parts.

Then check for the current mode (var/room) at the beginning of on_mouse_click() / on_key_press() and exit the function if the game isn't supposed to react.

Checking for hits isn't that hard either; when the player character's attack animation is played, do a simple check first, i.e. the z-coords' difference is within a certain limit, also their distance and the direction they face, then do a box collision check if the area matters (calculate the position and size of a rectangle that roughly matches the sword, check it against the enemy's body parts - basically, use a function that goes through the corners of the first rectangle and checks if they are within the second).

Amiga1

Quote from: Khris on Wed 09/12/2009 23:12:23
An easy way to switch between modes would be to use either a variable or use (a) specific room(s) for the beat 'em up parts.

Then check for the current mode (var/room) at the beginning of on_mouse_click() / on_key_press() and exit the function if the game isn't supposed to react.

Checking for hits isn't that hard either; when the player character's attack animation is played, do a simple check first, i.e. the z-coords' difference is within a certain limit, also their distance and the direction they face, then do a box collision check if the area matters (calculate the position and size of a rectangle that roughly matches the sword, check it against the enemy's body parts - basically, use a function that goes through the corners of the first rectangle and checks if they are within the second).

thanks for this advice as I learn more I will come back to this post when I am ready  to impliment this idea.
Its encouraging to get so much advice so quickly. got to do some learning before I post any more questions
thanks

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