Posted By
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Message
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Jirru (Fake "0" Productions)
Registered 29/11/2002
Points 1802
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28th May, 2003 at 23:21:35 -
Could someone help me with it? I am working on a game and I found out some really big bugs I can't fix and some features i am lacking. Help would be aprecciated.
Here are the features i need:
Wall jump( If helped then I will be very glad.)
Combo Attack(I really needed this)
Enemy AI(This is the most important part of a good game.)
Here are stuff that I am lacking:
Jump(I really need help on custom jump)
Ok! These are just some things that I can think of right now so if aanyone could help me with some of them, I would realy be glad!
n/a
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Pyro
Registered 22/05/2003
Points 110
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29th May, 2003 at 02:09:42 -
You kinda need to specify what you are talking about. Like what you want the AI to do, and what program you are working with.
n/a
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Crystal Clear (H.E.S) Possibly Insane
Registered 06/10/2002
Points 2548
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29th May, 2003 at 03:03:12 -
Hey pyro are you off Zeldapower?? anyway sorry there bud i cant help ya, Platform movements is also what i suck at.
HES homepage:
http://www.distinctiv-efair.com/heretic/studios
Crystal Clear Productions: http://www.distinctiv-efair.com/heretic/crystalclear
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
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29th May, 2003 at 03:59:01 -
For the enemy A.I for a basic patrol using bouncy ball movement, set the enemie's movement to bouncy ball and restrict thier directoins to left and right. Then create two objects one with a right arrow and one with a left arrow.
On each side of the Enemy place one of the arrows. On the Left side put the arrow going right and for the right side vice versa. It should look a little like this:
> * <
* = Enemy
Then in the code:
If enemy collides with right detector (the one on the left in the diagram) set enemie's direction to right. Then do the opposite for the left detector.
That is for a simple patrol movement. Then you can add things like, if player is 10 pixels away from enemy - Attack! If you want a custom one that allows enemies to go down hills or jumping/gravity for A.I, just ask.
Jump
For the jumping in custom movement alot of people have trouble making the jump look affective. This is because there is no gravity effect. The player goes up as fast as he comes down. This should not be the case.
For a gravity jump do this:
Player pressed "jump" - Add 3 to player.alt a.
If player is not overlapping backdrop (or any other floor object) - Subtract 1 from alt a.
Always - set player.y to player.y - player.alt a.
Player collides with background - set player.alt a to 0
This is a jump with gravity, to change the jump height edit the 3. I think it should work but it's off the top of my head so, email/Dcmail me if it doesn't.
I think i'll write an article on "Cpm" and make a tut pack.
-Andy
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy
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Pyro
Registered 22/05/2003
Points 110
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29th May, 2003 at 20:13:40 -
Nah Ive never even heard of zeldapower, CrystalClear.
n/a
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Jirru (Fake "0" Productions)
Registered 29/11/2002
Points 1802
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29th May, 2003 at 21:27:00 -
I'm Okay with the jump now, but the ai is too simple. And it doesn't stop for a while. I wanted an AI like the enemy moves a bit and in a couple of secs it stopped to look around. And if the player got close and the enmy sees the player then the enemy chase the player. You got it?
n/a
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kyle johnsone
Registered 29/05/2003
Points 3
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30th May, 2003 at 01:22:15 -
if you are using TGF,look at the ZEB example.
It should give you a Idea. that's what I did.
Meh, moh, MOO!
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Jirru (Fake "0" Productions)
Registered 29/11/2002
Points 1802
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30th May, 2003 at 15:41:03 -
Nah! I'm using mmf now, and zeb's cpm is what Assult andy told me. I need more better enemy AI. Could anyone help?
n/a
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Jirru (Fake "0" Productions)
Registered 29/11/2002
Points 1802
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30th May, 2003 at 19:04:34 -
wait a minute!!! The jump doesn't work! I can't lift the player off the ground! Please do another custom jump please!
n/a
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Jirru (Fake "0" Productions)
Registered 29/11/2002
Points 1802
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30th May, 2003 at 19:43:40 -
I'll give anyone the first beta for my game if they could help me at least two of my lacking. PLease someone...
n/a
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Jirru (Fake "0" Productions)
Registered 29/11/2002
Points 1802
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1st June, 2003 at 16:15:43 -
Could someone help me? ITs been 3-4 days already! Com'on guys! Help me!
n/a
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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1st June, 2003 at 19:00:55 -
here is a small (VERY) tutorial on jumping the way i do it
http://www.geocities.com/algamesuk/tut.zip
(you need to paste the link into your address bar)
.
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Jirru (Fake "0" Productions)
Registered 29/11/2002
Points 1802
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3rd June, 2003 at 16:07:24 -
thanks! Its very hard to understand without comments though, thats a great engine thanks! But I need to study it more to use it.
n/a
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Joe.H Evil Faker
Registered 19/08/2002
Points 3305
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3rd June, 2003 at 16:37:19 -
Speaking of custom movements... I'm aslo making a platform game, and I want to know how you can do a double jump and other stuff.
Other stuff includes something like jumpoing, doing a bounce attack, then if you keep pressing a certain button, you can keep bouncing, so you can bounce al the way to bouncy bouncy land and have a jolly good time with bouncy man
My signature is never too big!!!
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Joe.H Evil Faker
Registered 19/08/2002
Points 3305
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3rd June, 2003 at 16:39:14 -
i forgot to mention this:
Bouncy land is not real, and if you try to bounce there, you will not find bouncy man, becuase he isn't real either. So don't go looking for him, becuase you will only be disapointed (trust me, I know becasue I tried.)
My signature is never too big!!!
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RapidFlash Savior of the Universe
Registered 14/05/2002
Points 2712
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3rd June, 2003 at 17:50:40 -
Combo attack- If you have MMF, you can assign keystrokes to an alterable string. If you have TGF, make an edit box, lock the edit box, and do something like
Upon press Fire1 ===> Set EditText to edittext + "P"
Then you use the compare two general values:
Edittext = "PPP" ---> Change animation sequence to combo1
I will be shortly uploading an example of this (along with my "improved DR Punch Special Move Engine", with its own custom movement, special move system and the ability to distinguish forwards/backwards). If you want me to email you the example (you'll need mmf and the timeX extension), DCMail me about it with your email address.
http://www.klik-me.com
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Jirru (Fake "0" Productions)
Registered 29/11/2002
Points 1802
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12th June, 2003 at 15:55:59 -
good one! but that isn't an efficient way i guess. But, I can use it.
n/a
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Jirru (Fake "0" Productions)
Registered 29/11/2002
Points 1802
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3rd July, 2003 at 22:05:04 -
Its been very long time and I don't even know how the jump works, I tried the one they supplied but it doesn't work for me, I copied every thing but doesn't seem to work!!!!!! AAAAAAAHHHHHHHHH!!!!!!! Could someone help me out here???
n/a
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Daniel[Crazy_Productions] Possibly Insane
Registered 29/12/2002
Points 2505
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4th July, 2003 at 05:23:07 -
you could try my megaman engine as it allows walljump and stuff(you find it in my profile)
Beware of life ...so far noone have survived it.......
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Daniel[Crazy_Productions] Possibly Insane
Registered 29/12/2002
Points 2505
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4th July, 2003 at 05:24:51 -
btw gamemaker IS much better for custom movements than tgf or mmf
Beware of life ...so far noone have survived it.......
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