Sidescrolling Games...?

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Master K
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Sidescrolling Games...?

Post by Master K »

Alrighty, so alongside of Grayscale is another game I want to work on. Its going to be a sidescroller game, and it has the simplest heros/enemies I could think of...slimes!

So, I was wondering about everyone elses thoughts on these types of games. What kind of scripts would I need to pull this off? Have you made a game like this? Any help you can offer me?

Discuss, discuss, discuss!
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FnrrfYgmSchnish
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Post by FnrrfYgmSchnish »

I've never actually made one (too heavy on the scripting for me), but they're definitely possible.

If you haven't already, you should probably play Bell of Chaos (by James Paige) and Tim-Tim the Mighty Gnome (by Spoonweaver); two very different games, but both good examples of exactly what you can do in an OHR sidescroller. If I remember right, there was also a series of articles in Hamsterspeak a while back that went over the scripting you'd need to make your own sidescroller; might be a good thing to look up if you're interested in making one.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
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Post by Spoonweaver »

First, play my game slimes.

Second, Mogri put out a series of scripting tutorials for sidescrollers that you might find helpful.
Found here:http://superwalrusland.com/ohr/issue25/ss101/ss101.html
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Master K
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Post by Master K »

I have played Tim-Tim the mighty gnome. To heavy on scripting? I do realize that it is a good possibility, but I want to make a simple game. It would be like a level based dungeon game about...slimes! Slimes were the simplest creatures I could come up with.

Thanks spoonweaver!
Last edited by Master K on Wed Jun 29, 2011 3:29 pm, edited 1 time in total.
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Master K
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Post by Master K »

Thanks guys for all the help! SWL tutorial seems great, and thanks James for a list of Sidescrolling games. I checked out the tutorial by Mogri...man, it seems a little...oldish. The scripts seem to be a large jumble, and they're extremly difficult to copy and paste, because when you do, it all goes off into a giant line. I inspected them, and with all the variable usage, I felt I was going in over my head...
Last edited by Master K on Wed Jun 29, 2011 4:50 pm, edited 1 time in total.
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charbile
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Post by charbile »

My thoughts: I've worked on them before in other engines. The most important thing you need is smooth controls. I'd start with a simple movement script, something like:

check for button
(move player)

in a while loop. It's really as simple as that. Once you have good left/right movement, add jumping and checks for walls to stop the player.

Also, variables like "vertical speed" and "horizontal speed" are useful. So at the end of all your check for buttons, move the player there, not in the checks. In the checks is where you adjust the variables. This way you can add in things like gravity, slow starts, and deceleration when the player stops moving. Keep it smooth.

- Master C
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Master K
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Post by Master K »

Well, i'm thinking all hope is not lost...maybe. I may examine BoC's scripting and see if I can adapt it to my game. Who knows, in a months or so time, you might see a demo or such of mine.
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