Tim-Tim 2 Dev Thread

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Spoonweaver
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Post by Spoonweaver »

It has it's challenges.

I would say the one thing I do that helps a lot is assigning objects, npcs, and enemies all their own npc ID.
I use these across all maps and they are always the same. ( aside from npc's saying different things, chests having different items, and stores selling different stuff )
It's why one of my earliest feature requests was for more npc ID definitions. [ I've been working on this game too long. ]

But by having each object have it's own npc ID, and can reference each npc with that id and check for various things. Then, when I want an object to behave differently, I just change the ID of that object.
so the walking yeti and the thrashing yeti are actually 2 completely different npcs and if I wanted to I could easily place an already thrashing yeti on the map.

After that, I just have the npcs read hero position, and add in a couple random if statements to determine random movements so multiple enemies don't always move the exact same waya nd stack up. I learn that stacking lesson in the first tim-tim game, but mostly when I made the game tim-tim's tower where hte snakes would always become a giant stack of snakes that looked just like a single snake.
By adding random movements or direction change, the npc's become unique and all act differently.
Last edited by Spoonweaver on Tue Jun 05, 2018 2:48 pm, edited 2 times in total.
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kylekrack
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Post by kylekrack »

Ah, I've never heard of random movements like that. I made some basic "move towards player" AI in a platformer and it looks wrong when they all behave identically.
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Post by Purdom »

kylekrack wrote: Wed Jun 06, 2018 12:36 am Ah, I've benefited from these probiotics and never heard of random movements like that. I made some basic "move towards player" AI in a platformer and it looks wrong when they all behave identically.
Sounds interesting, Spoonweaver. Is the movement truly random though? How does that look on the screen?
Last edited by Purdom on Sat Oct 29, 2022 7:18 am, edited 2 times in total.
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Spoonweaver
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Post by Spoonweaver »

Purdom wrote:Sounds interesting, Spoonweaver. Is the movement truly random though? How does that look on the screen?
Hello random new person. :v:

I have posted animated gifs throughout this thread of example movements of the nature I described. Please review them for examples of how this would look on the scree, as I'm too lazy right now to make another example gif.

And as far as "truly random", if you're referring to the idea that no number generated by a computer can be 100% random and are normally based off of time, or user input, then no.
The movements are based off the random(x,y) command used in the O.H.R.Rpg.C.E.
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Spoonweaver
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Post by Spoonweaver »

Been working on things.

Lava Koi and Slime Heart


*Lava not yet implemented.
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Last edited by Spoonweaver on Wed Jan 02, 2019 4:30 am, edited 1 time in total.
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Bob the Hamster
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Post by Bob the Hamster »

Ooh!

What does the slime heart do? Spawn more slimes?
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Spoonweaver
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Post by Spoonweaver »

Bob the Hamster wrote:What does the slime heart do? Spawn more slimes?
Indeed they do.

Indeed they do...
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Spoonweaver
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Post by Spoonweaver »

Better Slime Heart Gif
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TMC
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Post by TMC »

Hurrah progress

What happens to all the slimes that fall into water? Slime doesn't float?
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Spoonweaver
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Post by Spoonweaver »

Slimes, or some other monsters, die in things like lava and spikes.

This map is made of left over tilemaps from when there were underwater areas.
The underwater areas have been removed from the game. They were very buggy and removing them had a lot to do with when i lost a bunch of data a few years ago.
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SwordPlay
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Post by SwordPlay »

I have to say, I'm really impressed with all the imaginative animation techniques you're using. Everything looks extremely lively an there's a great sense of motion and activity! *takes down notes*
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Pepsi Ranger
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Post by Pepsi Ranger »

Looks great. Good job.
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Spoonweaver
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Post by Spoonweaver »

Been working on this guy's design for a while now.

He's not quite done....
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Spoonweaver
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Post by Spoonweaver »

I've been working on bosses.
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Bob the Hamster
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Post by Bob the Hamster »

Coool!

Can you make an animation of dirt fluing for a moment before the worm bursts out of the ground?

Both because it would look cool, and because it would give a hint where it is about to emerge a few ticks before it happens
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