Skimmer sequence

Started by FortressCaulfield, Wed 12/06/2024 21:57:15

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FortressCaulfield

I want to make something like the skimmer sequence from SQ1 and for once I thought I'd ask for advice BEFORE I went off half-cocked and did it wrong and had to kludge it back to normalcy.

My assumptions are I'd:
use screen backgrounds to animate the background going by

put something in the keypress section of global that left and right arrows move the skimmer if in that room

disable the function that makes a repeat directional press stop movement for that room only

give the skimmer a 1 frame walk cycle for when it's drifting each way

Use room scaling to make the obstacle objects grow appropriately as they move down the screen

Rather than object move commands, use a frame counter in the room's execute-always to move the obstacles down so their speed can increase as they get closer

use the collision check function for, well, collision checking

I get anything wrong?
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Khris

Basically yes, however you can add

Code: ags
function on_key_press(eKeyCode key) {
  ...
}

to the room script. AGS will call it before the global one. When a key was handled by this room function, you'd usually call ClaimEvent(), this prevents the global one from also processing the key.

If the player movement is handled by a module you have to disable the module in room_Load, otherwise the module script will process the key first.

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