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Messages - Bernie

#61
BlueSkirt: The good, old hidden door secret never gets old! :) Yeah, there's a good chance the wind sequence is a little on the hard side. I gotta be more careful with my levels!

[lgm]: I think DA is even harder than Kitty was! At least the last bunch of levels.

buloght: Go, you! You can do it!


Thanks for playing my game! :D
#62
Do additional feature suggestions also count? If yes, I'd like to make a few:

-An animation loop could have a main loop and Ã, 2 optional subloops - an intro loop, a main loop (repeating until, say, the character finished talking), and an outro loop. This would be easy to use, would save quite a few loops per view and look pretty cool ingame. It's pefectly possible to do this through scripting, but it would use up 3 loops per animation. If I did this for an 8-dir character, I'd run out of loops and would need an additional view.

-A feature to change the speed of a whole loop

-Copying/Pasting/Flipping whole loops

Thanks!
#63
Nikolas - about beating the boss:
Spoiler
You can damage him when he's about to do the big laser move (star->mouth) and enemy spawning move. And when he does the eyball thing, you can hit that eyeball with a star. If you set the teddy on fire and make the boss swallow it when he's doing his laser move, he'll get extra damage.
[close]
#64
You only need to do use this technique three times, and you already passed 2 of those places! :D The last one is in one of the secret levels. There is always enough time to place mr. star buddy and run/jump at him, though. Place him at a normal jump's top point, then run/jump on him.
#65
Thanks!

The vines in the windy area should be easy if you jump to them while keeping UP pressed. As soon as Mr. Arch-Chancellor overlaps them, he'll hold on to 'em. :D

dkh - about getting higher with the little star guy:
Spoiler
The solution to the height problem is combing moves with jumping on the star guy. You can place him in the air and run/jump on him and so forth. You can then use the wallrun skill and the double-jumps to get as high as you need.
[close]
#66
Okay-o! Hints have already been posted, but I'll be close by just in case anyone still needs help!
#67
No problem! :D
#68
This extension is actually more like an experiment and only allows customized controls through direct module code editing. It demonstrates a simple way of coding a platform movement.

A quick explanation of the module's values:

if gravity is lower than 0, it makes the character go up. The lower, the faster. If it's greater, the character moves down, the greater, the faster.

The walking areas are obstacles the character stands on.

xmove behaves the same way, only on the x axis. below zero is left, above zero is right.

Code: ags

if (gravity < 6) {gravity=gravity+1;}

if ((IsKeyPressed(375)==1)&&(xmove>-3)) {xmove=xmove-1;}
if ((IsKeyPressed(377)==1)&&(xmove<3)) {xmove=xmove+1;}

if ((IsKeyPressed(375)==0)&&(IsKeyPressed(377)==0)&&(xmove>0)) {xmove=xmove-1;}

if ((IsKeyPressed(375)==0)&&(IsKeyPressed(377)==0)&&(xmove<0)) {xmove=xmove+1;}


This code block checks if the character is on the ground and if it is, trigger a jump when space is pressed:

Code: ags

if (IsKeyPressed(32)==1){
 player.y=player.y+2;
 if (GetWalkableAreaAt(player.x-GetViewportX(),player.y-GetViewportY())==1) {gravity=-12;}Ã,  // jump
 player.y=player.y-2;
}


I'm unsure what you're trying to do, though. To adress your issues:

1 - change the value (-12) in the jump block. The closer to zero, the smaller the jump.
2 - the movement works on the actual x/y-point of the character. You may need to change the z-value
3 - replace the xmove values (-3, 3) with something like -2 and 2.
4 - not sure what you mean. A vertical line should stop the character from progressing.

Oh, oops! I posted this at the same time you edited your post. :D
#69
TheJBurger:
Spoiler
The last secret level is pretty close to the last boss. Some areas may be higher than they seem! And there's a secret heart in the first area of that level, too. Better get it before entering the secret level!
[close]
Wow, 97%! You're good! The savepoint thingy's been noted, I'll look through the game and put a few additional ones up. Could take a while, however. I'm quite busy with Reactor 09 now, fixing bugs the testers have found and so on.

Dave: Thank you! And thanks for beta-testing!

Chicky: Hooray! :D
#70
I'll note it for my update. A few have finished 100% of the game without those savepoints, though, so I'll have to give this some thought. :)

This update could take a while, so you may want to try getting other big gems first. 85% isn't as much as it may seem. Seeing as you only get to watch a slightly different ending if you've finished the secret level you need the 85% for, there's no real reason to not finish the game at the percentage you're at.

Good luck! :=
#71
Thanks for the feedback! :D They'll be things I'll keep in mind for my next platformer.

Some things can't be implemented at this point, but changes like a saving point before the following-bar and changing the aurora road entry sign text can be done. I'm writing down what to update for a possible new version.

By the way, you can run-jump off the moving bar like on normal walls. This may help you out a lot!

Thanks for sharing your thoughts with me.

I'll post it on gamedev.net, thanks!
#72
Dark stars? :D Some levels have stars as background graphics, or maybe you're talking about something else. Those stars in the air are definitely backgrounds, though.

Feel free to tell others about the game! I always feel a little bad about posting about it on other places because it feels like... pimping it, or something.
#73
The gems can help you getting into a special secret level (85% completion required), and you can get one more heart powerup. Finishing that secret level gives you a slightly different ending.

Thanks for playing my game! :D
#74
Thanks! That one's a pretty tough level!
#75
Mordalles:
Spoiler
Swim to the bottom of the lake. Something's chained to the ground. I'm sure we can do something about that, right? :D
[close]
#76
Thanks for the feedback! I tried to make a game I'd like to play and it looks like some hate it and some like it. Interesting indeed!

ProgZmax: Oh noes! :D Looks like a case of very bad timing - dialogue trigger and dying trigger at the same time. I tried to fix that one, but it still happens sometimes. You got pretty far already!

Vince: Thanks! Yeah, a gamepad could help, but I seem more content with keyboard controls, myself. I play so many games with the keyboard that I'm totally used to it and forget about those who may not be that used to it.

TheJBurger: The game is pretty hard overall. I doubt you suck at platformers! :D

dkh/Mordalles: Feel free to ask for hints if you're stuck. I'll answer them as soon as I can.

buloght: Thanks! :D
#77
Thanks! Haha, 'Pixel of the West'? That's funny.

Nikolas: The engine is the same, only with some additional code. The game was made with Clickteam's Multimedia Fusion 2. The Kitty engine was very reliable, so I like to re-use it for new projects. Happy to hear your son likes the games! :D

A warning, though: The game makes frequent use of the word 'damn', which apparently seems to be more of a bad word than I had thought. Well, damn!
#78
While working on Reactor 09, I took a longer break to make another freeware game. The whole point of this thread is to get it out into the world and maybe get a few opinions and whatnot.

AGwaK2: Darkside Adventures can be downloaded HERE (15 MB, 7z SFX archive).

Screenshots:


AGwaK2: DA is a platformer inspired by Super Mario Bros. 2 and the mario franchise in general. I tried to make it look and play like a SNES game. The game features a world map, new moves to learn, quite a few bosses, items to pick up and throw, 4 secret levels to find and more.

Sean Cameron made the soundtrack for this game. (Thanks, Sean!)

If you're into old-school platformers, this might interest you. Feel free to criticise the game or post suggestions, I'd love to hear them.
#79
There's a chance you may have misunderstood my original question. Renaming the folder always makes .exe game files. I wanted a .run game file you can't execute with a double-click, so renaming the folder wasn't a solution. Using the parameter works just fine, so all is well! :D

Quote from: Gilbot V7000a on Sat 25/11/2006 13:56:57
If it's your own game, rename the folder for the original game files and recompile, the reason is when you save a game in AGSedit the executable's name was added to the content of winsetup.exe so what winsetup.exe does is just launch [game.exe] --setup, and so if you rename your game winsetup.exe won't work anymore.

But of course if you have a frontend, just invoke game.exe --setup directly with the frontend.
#80
It works just fine with that parameter, and I don't even need the setup file now. Thanks! :)
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