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Messages - Ryuza

Pages: 1 2 [3] 4 5 ... 13
41
Coding / Re: Platforming Game Movement Trouble
« on: September 26, 2010, 02:24:51 am »
Very nice, you kinda just blew my stuff out of the water, lol. I think I'll try adding jumping and gravity to the code you posted, thanks 4Sword.

Quick question though; What's ^^ do? I know about stuff like || and && but I haven't seen that one before.

42
Coding / Re: Platforming Game Movement Trouble
« on: September 25, 2010, 10:37:15 pm »
...Wow, how'd I miss that. Thanks a lot, fixed it pretty quick, just changed
Code: [Select]
while hspd != -2 to
Code: [Select]
while hspd != -2 && hspd <= 0 and vice versa for the right key, thanks again.

43
Coding / Platforming Game Movement Trouble
« on: September 25, 2010, 09:51:20 pm »
Been having a bit of trouble with getting some sidescrolling basic movement, messing around with a new way of doing it using while statements:

Code: [Select]
// Step Event
if keyboard_check(vk_left) {
    dir = "L"
    while hspd != -2 {hspd -= .02}
} else if !keyboard_check(vk_left) {
    while hspd != 0 {hspd += .02}
}

if keyboard_check(vk_right) {
    dir = "R"
    while hspd != 2 {hspd += .02}
} else if !keyboard_check(vk_right) {
    while hspd != 0 {hspd -= .02}
}

Whats happening is that the game freezes up the second I press left or right, if I take out the code for the left key it works fine and vice versa, so they're interfering with each other somehow. I'm not quite sure whats going on with it and I'm still looking it over and working on it but I figured its always easier to find a solution from the outside and since I'm tangled up in it I can't seem to figure it out, no matter how obvious its likely to be.

So, any help is quite appreciated. Thanks in advance.

44
Coding / Re: GML Problem
« on: August 02, 2010, 11:33:24 pm »
Here's a link to pureLA if you wanted to give that a look like Niek suggested.

I was just going through it myself a bit ago:
http://www.zfgc.com/forum/index.php?topic=34230.0

45
Coding / Re: Platformer Programing
« on: August 01, 2010, 11:04:54 pm »
A bit surprised anyone decided to post.

Anyway, I usually tend to have an object (such as ctrl_something) that handles a large amount of things throughout the game. I figured I'd have that same object handle all of the collisions too, but it probably would make sense to have it in the parent object. I just had the collisions in ctrl_nature with all the other stuff so I could go through that one object should I have any major problems with the game since it handled most everything, that way I wouldn't need to go through a lot of different objects.

I'll be sure give the pureLA engine a better look though, I had a look into it before but I didn't get too far into the code, just skimmed through a bit.

Edit: I added a small download that has a .exe to test the basic movement. So far everything seems to be running smooth and I have only a very small amount of code in the engine.

46
Coding / Platformer Programing
« on: July 27, 2010, 04:10:21 pm »
Hey all, I've been working on a platforming game for a while now and I've been looking over a couple different ways of doing collisions, gravity, friction. From what I've seen most people set up an object to object collision system with scripts for different types of collisions. Basically each object has some code or a script in it that is used to tell the object how to collide with other objects, and most objects also have some code for gravity, telling it when to fall and at what speed.

I recently thought up an idea which I haven't seen done yet and I was wondering if I could get a bit of feedback on it. My idea should cut out a lot of unneeded code, basically, have three main objects: ctrl_nature, par_active, par_solid.

  • Par_active would be a parent object for every object that can be moved, such as the player or a box you could push around.
  • Par_solid would be any other normal solid object.
  • Ctrl_nature would handle all the basic collisions between par_active and par_solid.

By putting "with (par_active)" in the step event of ctrl_nature you can put all the collision code or scripts you'd normally have in every object into one. As for gravity/friction you can simply create global variables for the two in ctrl_nature and have the basic code to control it in the step event within the "with (par_active)" section so that it applies to all the of objects with par_active as the parent.

So, does anyone know of any downsides to doing the collisions, gravity, etc. in this way? So far the engine I've been working on that uses this system for everything has been doing rather well, the only problems I'm having are normal bugs you'd have with any type of collisions. Any advice or suggestions on doing things this way?

Edit: Started a page under the projects and added a download for the basic movement, please let me know if there are any bugs or anything strange about the movement, so far it seems to work rather smoothly though.

47
Coding / Re: Platformer Movement Bug
« on: June 22, 2010, 08:36:02 pm »
Ah, do you know how I might go about fixing that?

48
Entertainment / Re: E3 Press conferences
« on: June 15, 2010, 04:21:45 pm »
They just showed off Zelda: The Skyward Sword at the Nintendo Conference and it is cel-shaded, it looks a lot like a combo of twilight princess and wind waker.

49
Coding / Platformer Movement Bug
« on: June 14, 2010, 04:38:22 pm »
Hey all, I've been using this movement code I found a long while back and I've been modifying it here and there over time. Recently though I've had trouble with GM8 freezing up at random times during testing, sometimes after a simple jump or walking into a corner or something. I was hoping someone might be able to tell me if theres anything weird or buggy looking in this code, maybe something that causes an unwanted loop or something that could cause GM to freeze up.

This code goes into the Step Event:
Code: [Select]
if keyboard_check(vk_left) {
    x -= global.pfric
} else if keyboard_check(vk_right) {
    x += global.pfric
}

// Here, we move horizontally..
x += hspeed;
// Then move out of any collisions we just moved in to.
while place_meeting(x, y, par_solid) x -= sign(hspeed) / 2

// Now we move vertically..
y += vspeed;
// Then move out of any collisions we just moved in to again.
while place_meeting(x, y, par_solid) y -= sign(vspeed) / 2

// Because we moved out of collisions, we can use simple codes to check for collisions.

// Here, we check the right and left walls.. Easy to make wall jumping, or something like that.
if place_meeting(x - 1, y, par_solid) && hspeed < 0 hspeed = 0;
if place_meeting(x + 1, y, par_solid) && hspeed > 0 hspeed = 0;

// Then, we check for the ceiling.
if place_meeting(x, y - 1, par_solid) && vspeed < 0 vspeed = 0;

// Finally, check the floor..
if place_meeting(x, y + 1, par_solid) {
    // If there is a floor there, we need to stop falling.
    if vspeed > 0 vspeed = 0; global.djump = false;
    // We can also jump with a floor below us.
    if keyboard_check_pressed(vk_up) vspeed = global.pjump
}

// If there is no floor, then we need to fall down.
else vspeed += global.pgrav

// Finally, friction.
hspeed *= global.pfric

// Left right movement. (It's all very simple.)
if keyboard_check(vk_right) hspeed += 1 global.pdir = "R";
if keyboard_check(vk_left) hspeed -= 1 global.pdir = "L";

/* Negates the effects of using hspeed and vspeed, so that we can handle the
variables ourselves. */
x -= hspeed; y -= vspeed;

If anyone has anyone has any ideas as to whats wrong please let me know.

50
Entertainment / Re: Things with a cult following, <3
« on: June 05, 2010, 06:47:12 pm »
I guess the Disgaea series has a bit of a cult following. Now that I think about it though most of Nippon Ichi's games are like that.

Makai Kingdom is another good one by Nippon Ichi, that's what my avatar is from too. :)

51
Graphics / [Solved] Need some help with Flash
« on: May 12, 2010, 04:23:48 pm »
Well, I need a bit of help from any Flash users around. I'm working on an assignment for class, I have a background image on the bottom layer, a white rectangle on the middle layer covering the background completely, and a white bar on the top layer that slides across the entire rectangle.

What I'm trying to do is find a way to make it so that bar is transparent and cuts a piece out of the middle layer, so as it scrolls past its revealing the bottom layer, but I don't want it to scroll over and cut away the whole middle layer to reveal it, just the spot its at as it passes. I'm planning on having it scroll past revealing parts of the background, then have the background fade in when its done (which I now how to do).

So, anyone know how to do this? I've done it once before on an old assignment in a flash class but I can't remember how the teacher went about doing it.

52
Graphics / Re: HUD Concepts
« on: April 22, 2010, 12:48:50 am »
Good point, I was just kinda rushing ahead to the HUD cause I always have trouble at that point and I wanted it out of the way. I could probably use the third one just for simply testing until then and then come up with a better one a bit further into the game.

Does anyone have any suggestions for putting together a HUD for this type of game though? It'd be nice to know what other people look for in a HUD for a platform game.

53
Graphics / Re: HUD Concepts
« on: April 21, 2010, 09:39:08 pm »
Well, the game itself is still pretty early on, but I could probably through something together. But at the moment everything (HUD included) would most likely be placeholder graphics.

I'm mainly trying to find the right layout for everything now though so I might end up changing the graphics later.

54
Graphics / HUD Concepts
« on: April 21, 2010, 05:45:58 pm »
I'm currently working on a small platformer where the main character has the ability to change form, he has three special forms. Each form has a charge level, it replenishes very slowly over time and can be filled by collecting power-ups or coming into contact with special objects. When in a special form the player's charge for that form will slowly drain and when its empty they revert to normal.

So I'm working on a HUD to go with this idea and I've been running into a few problems, as of right now I have a few basic ideas that I've mocked up and I was wondering if I could get some opinions on them:
*The top five blocks for each one is the health bar, it's not final though, I'm mainly focusing on the ability part of the HUD first.

Anyway, the way it'll work is the player will always have one form selected and they can cycle through the three with a key. The current charge for the form is represented by the boxes which are about 10 pixels high, so each line of pixels in the box is 10% of the maximum charge. What I want to do is be able to let the player see the charge level on all three forms at any time without getting the HUD too cluttered.

  • Concept 'A': The active ability is in the front center, while the inactive ones are behind it and slightly smaller (and they would be slightly faded too, in-game), theres also a gauge to the right to show a more specific charge for the form, rather then using the box by itself.
  • Concept 'B': The main form is a regular size box with the inactive ones smaller and to the left, this one also includes the more detailed charge gauge.
  • Concept 'C': There are three normal 10x10 boxes for the forms, each actively displaying the forms charge level with the active form being highlighted and the inactive forms being faded.

I'm leaning towards 'C' but I wanted some opinions, so, let me know what you think of them or if I should go with something completely different.

55
Zelda Projects / Re: The Legend of Zelda: Spirit's Quest
« on: April 13, 2010, 02:28:00 pm »
Well, I'm glad I could help out so much FF :). The complete palette's looking pretty good. I had a few ideas about controls too, what about this set-up (I'll bold the changes):
Quote from: New Controls Idea
[Left/Right] = Look/Move in direction, double tap to run
[Up] = Look up; climb up.
[Down] = Look down; climb down, examine

[1(H)] = Weapon 1 Button (default - Sword)
[2(J)] = Weapon 2 Button (default - Shield)
[3(U)] = Sprite's Item Button
[4(K)] = Jump button

[5(Space)] = Menu button
I was thinking something like the GB games where you could change equipment for two weapon slots, or maybe have one set button for sword and a changable slot with the shield as a default equip for that slot. What do you think?

Also, heres small modification of the rupee sprite, I think yours looks fine as is though, but if you were to have different rupee sizes with various value then these might work:

Anyway, let me know if you think of anything I might be able to help with.

56
Graphics Requests/Archive / Re: RQ: Quick way to recolor?
« on: April 08, 2010, 01:17:48 am »
Very nice idea darklink, looks like I won't have to keep opening GM anymore :D.

57
Graphics Requests/Archive / Re: RQ: Quick way to recolor?
« on: April 07, 2010, 11:25:31 pm »
I used to have the same problem all the time and I found a great solution, if you open up Game Maker and use its sprite editor there's a tool () that lets you replace all colors in an image with another color. It works very well, it may be a bit inconvenient to have to open it every time but it saves a ton of time.

58
Graphics / Re: Trip World - Recolor
« on: April 07, 2010, 10:13:27 pm »
@Sprite Collector:
I'm not sure why but I thought it kinda matched up with the feel of the game when I played it, but I see what you mean, I'll go back over and see what I can come up with.

@darklink45:
Yeah, I think I'll darken up part of him a bit. It's too bad they didn't make a sequel, Yakopu does appear in another game though, he's a character in an old arcade fighting game called Galaxy Fight, he can transform into your opponent when fighting.

Anybody have any other obscure GameBoy (B&W) screens? It was kinda fun recoloring this one and I'm looking for another one to try working on.

Edit: Changed a few small things:


59
Graphics / Trip World - Recolor
« on: April 07, 2010, 05:39:35 pm »
Well, I was bored and surfing around last night and I heard about this game called Trip World for the gameboy (unfortunately it was only released in europe and japan), I gave it a try and thought it was really cool and I decided to see how it might look in color. So heres a recolor I did of a random screen I found of the main char (Yakopu, right) and the first boss (Chong Pei, left):


Let me know what you think.

60
Entertainment / Re: HEART GOLD/SOUL SILVER ROLL CALL
« on: March 18, 2010, 10:15:58 pm »
yeah, leveling for evolutions to fill the pokedex or something like that.
That's exactly what I've been using it for, more specifically the happiness evolutions since they gain happiness from walking too (or so I've heard).

I wonder if you get the benefits of trading when you transfer back and forth (IE evolutions). I should try it out on my graveller.

That'd be really cool, would make things a whole lot easier, let me know if it works.

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