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Topics - Mac

#1
AGS Games in Production / Walter's Wild Years
Sun 11/02/2007 02:18:29
Because I can't be bothered typing it all out again, here's my post from the Release Something thread:

Walter's Wild Years (working title)

[Fiction]This is the game that little Max Reinhardt made from magazine cutouts for his cardboard box arcade machine in 1992. His friends hated it.[/Fiction]

Walter, and his Shadow Self, arrive at a strange house after receiving an invitation from a woman he has never met before only to discover that he has apparently been to this house many times over the years. Walter decides the best course of action is travel to the past and the future and all the places in between in order to figure out just what his place is in all this madness.









This is basically an experiment to see if I can get a short game done in a short amount of time. I'm no artist, but I think I've managed to come up with a style that at least looks interesting. I've gone for a cut-out style for the animations. I'm also no programmer so, although this is a sort of arcade/adventure, it's turning out to be mostly an interactive story I suppose.

STUFF!
Collect raw time to achieve time travel!
Meet interesting new people!
Old ones too!
Learn the history of the house and it's inhabitants!
Learn about yourself!
Walter, that is!
Jump!
Also, Bash things!

Game is about 50% complete, maybe a bit less.

Progress has kind of slowed, but I'm getting back into it and am hoping to have it done in the next few months. Also, if anyone could see fit to maek this gane for me, that would be swell.
#2
I've done a search but couldn't find anything relating to my particular problem. I have a health system in place as well as an enemy NPC that travels back and forth across the screen. I've used IsCollidingWithChar to subtract health when the NPC collides with the PC. However, when the collision takes place all of the health is taken out in one go (because the characters are still colliding as the NPC passes). How can I fix this?
#3
I currently have a jumping animation that plays when the up key is pressed, but I am unsure how I could make the direction of the jump animation corelate to the direction the character was already standing in. I'm thinking I would need to get the current loop number? I looked at "Loop property" in the manual which seemed to be what I wanted ("Gets/sets the character's current loop number) but there wasn't much information on how I would actually use that in this circumstance. Am I going the complete wrong way? Is there a much simpler way to do this?
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