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Liquid Metal Slime
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Here's a short screen capture video of my game... 
 PostMon Sep 16, 2013 9:51 pm
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I just posted this on Castle Paradox the other day. After finding out about Slime Salad I decided I'd post my video here as well.

NOTE: This area is not finished. There are no enemies, there's a lack of walls in places, and nothing you see so far is final...

All of your opinions and suggestions are welcome and may very well shape how the game turns out. You can either comment here or in the Youtube comment section, it doesn't matter.

http://www.youtube.com/watch?v=HlS5cU1HE6Y
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Super Slime
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 PostMon Sep 16, 2013 10:01 pm
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Very cool! I like the fake 3D and the varied animations. The first area reminds me a lot of the last stage of Battletoads.

My only complaint is that the rotation at the start of the video is a bit jerky because the party positions are reset.
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Liquid Metal Slime
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 PostMon Sep 16, 2013 10:31 pm
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Thanks. I'm still working that rotation thing out. I have a few ideas for possible fixes but if you have any solution that could rid the jerkiness please let me know.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Blubber Bloat
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 PostMon Sep 16, 2013 11:00 pm
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Is that a magic chicken-fish following them?
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Liquid Metal Slime
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 PostMon Sep 16, 2013 11:24 pm
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Not in the slightest. Haha
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Super Slime
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 PostMon Sep 16, 2013 11:52 pm
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sheamkennedy wrote:
Thanks. I'm still working that rotation thing out. I have a few ideas for possible fixes but if you have any solution that could rid the jerkiness please let me know.


You should be able to just position the caterpillar characters behind the leader in appropriate positions. Might have to do it off-center, since the tiles angle upward at that point.
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 PostTue Sep 17, 2013 12:04 am
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It's cool how the character appear to hang off the bar as they use it to cross that gap. How was that effect done?
Metal King Slime
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 PostTue Sep 17, 2013 1:43 am
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That's some pretty impressive stuff
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Liquid Metal Slime
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 PostTue Sep 17, 2013 4:18 am
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Thanks Mogri. I'll look in to the caterpillar party plotscripting functions and see if I can figure something out along those lines.

In regards to the hanging characters I basically wrote 2 codes. The first code is triggered when the lead character steps on the end of the bar. That code looks a little like this:

Code:
# HORIZONTAL POLE MOUNTING, WITH CATERPILLAR PARTY
plotscript, hor pole mount, begin
      set hero picture (find hero(0), 12, outside battle)
   set hero picture (find hero(1), 8, outside battle)
   set hero picture (find hero(3), 9, outside battle)
end


The code just finds the hero, chooses which walkabout sprite set to change to (in this case you will want the code to change your walking character sprites in to that characters Horizontal Pole Climbing sprites that you have drawn), this code changes the sprites of all my characters thus causing everyone in my party to look as if they are climbing along the bar.

The second code you will need is a code which dismounts your characters from the bar once they reach the other end. My dismount code looks like this:

Code:
# DISMOUNT TO DEFAULT, WITH CATERPILLAR PARTY
plotscript, dismount, begin
      set hero picture (find hero(0), 2, outside battle)
   set hero picture (find hero(1), 4, outside battle)
   set hero picture (find hero(3), 3, outside battle)
end


This code finds each character and switches them to their original walkabout sprites. For example: hero(0) normally uses the walkabout sprite set #2, so the code finds hero(0) and switches that hero's walkabout sprites to set #2. The code does this for all the characters in my caterpillar so far.

Feel free to use this code in your own game. Keep in mind you may have to modify the code depending on the # of your heros and the # of your walkabout/climbing sprites.

And thank you BMR, I'm glad you like it.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Liquid Metal Slime
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 PostWed Sep 18, 2013 12:04 am
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You can actually simplify your code further by writing an each-step script that checks for zones and changes your sprite (and sound effects) according to zone.

So, the ladders could be Zone 1, horizontal pipes could be Zone 2, and vertical pipes could be Zone 3:

Code:
script,Map Animations and Sounds,begin
variable (x, y)
x := hero x (0))
y := hero y (0))
If (read zone (1, x, y)) then(
set hero picture (find hero(0), 12, outside battle)
   set hero picture (find hero(1), 8, outside battle)
   set hero picture (find hero(3), 9, outside battle)
#change sprite numbers to appropriate climbing sprites
play sound (sfx:ladder, false)
)
If (read zone (2, x, y)) then(
set hero picture (find hero(0), 12, outside battle)
   set hero picture (find hero(1), 8, outside battle)
   set hero picture (find hero(3), 9, outside battle)
#change sprite numbers to appropriate horizontal pipe sprites
play sound (sfx:pipes, false)
)
If (read zone (3, x, y)) then(
set hero picture (find hero(0), 12, outside battle)
   set hero picture (find hero(1), 8, outside battle)
   set hero picture (find hero(3), 9, outside battle)
#change sprite numbers to appropriate vertical pipe sprites
play sound (sfx:pipes, false)
)
If (read zone (0, x, y)) then(
reset hero picture (find hero(0), outside battle)
   reset hero picture (find hero(1), outside battle)
   reset hero picture (find hero(3), outside battle)
#change sprite numbers to default
)
end


Basically, any changes to sprites, sound effects, or special zone rules can be written into this single script so that you don't have to lay invisible NPCs all over the place. You just have to remember to find all of your ladders and set them to Zone 1, all your horizontal pipes to Zone 2, etc.
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Liquid Metal Slime
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 PostWed Sep 18, 2013 8:46 pm
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Sound's like I'll have to try this zone thing out, it sounds much easier and would be useful later when implementing a swimming feature. Thanks a lot! So I basically would just draw the zones in with the zone editor and then script what I'd like each zone to do?
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Liquid Metal Slime
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 PostWed Sep 18, 2013 9:44 pm
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That about sums it up, yep. It's saved me loads of trouble in several of my games.
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Blubber Bloat
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 PostWed Sep 18, 2013 10:47 pm
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I can think of many situations where such a script could be handy, and not just for ladders n' ropes n' stuff.
You could have something like Golden Sun (GBA) where the lower half of your body disappears in forests, showing it's thick, or something. Or having waterways that you can have a submerged sprite showing.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Liquid Metal Slime
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 PostThu Sep 19, 2013 6:17 am
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Yes I was thinking just that! Also another good use would be if I wanted to create a different sprite for when my characters are behind glass. I'm very glad that you enlightened me to the ways of the zone. Any other nifty uses for zones? I suppose the possibilities are only limited to what one can think up.

Also if it possible to shift zones? For example, could I have a zone surrounding a "Guard NPC" that follows him around. Then code that zone such that entering it would alert the guard...? That way I could perhaps add in a varying line of sight for each NPC. Maybe this wouldn't be that efficient, I'm sure there's smarter ways to do this.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Liquid Metal King Slime
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 PostThu Sep 19, 2013 2:17 pm
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sheamkennedy wrote:

Also if it possible to shift zones? For example, could I have a zone surrounding a "Guard NPC" that follows him around. Then code that zone such that entering it would alert the guard...? That way I could perhaps add in a varying line of sight for each NPC. Maybe this wouldn't be that efficient, I'm sure there's smarter ways to do this.


There is a "write zone" command, so that is possible, but that method would probably be a whole lot more work than just comparing the X and Y positions of the hero and the NPCs
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