Axe Cop
Moderators: Bob the Hamster, marionline, SDHawk
<img src="https://www.redtrianglegames.com/img/de ... ysight.gif">
This doesn't really look like a lot, but it's shaping up to being the entire week's work. Basically when you arrive at the lab, the bad guy tries to lock you out and he sends a couple grunts up to get you. If they spot you they close the door immediately and fight you. So you have to sneak in. I didn't totally plan on this, but I think it'll be a new variation for some enemies in the dungeon and I think it worked out good. James taught me how to understand script arguments a little further and it is shining in this gif. Funneled like 5 arguments in to be able to make the sightline for enemies.
While back TMC gave me a small tutorial on timers and this runs on quite a few of them to keep things as instant as possible. Like, the grunts rotate every 16 ticks, but the timer detecting player steps is every tick since a simple step-on can't cut it if the bad guy switches views to be over you. Then the door is it's own too. Pretty fun challenging myself for this game overall.
This doesn't really look like a lot, but it's shaping up to being the entire week's work. Basically when you arrive at the lab, the bad guy tries to lock you out and he sends a couple grunts up to get you. If they spot you they close the door immediately and fight you. So you have to sneak in. I didn't totally plan on this, but I think it'll be a new variation for some enemies in the dungeon and I think it worked out good. James taught me how to understand script arguments a little further and it is shining in this gif. Funneled like 5 arguments in to be able to make the sightline for enemies.
While back TMC gave me a small tutorial on timers and this runs on quite a few of them to keep things as instant as possible. Like, the grunts rotate every 16 ticks, but the timer detecting player steps is every tick since a simple step-on can't cut it if the bad guy switches views to be over you. Then the door is it's own too. Pretty fun challenging myself for this game overall.
http://www.redtrianglegames.com
RMZ#4181
RMZ#4181
- Bob the Hamster
- Lord of the Slimes
- Posts: 7660
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
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Yeah, I used that to scrub all the zones away and realized how you did it for the x,y in the script and I did another for the floor tiles! It's starting to make more sense how you and TMC help out with some stuff (most is still like... okay... this will make sense later and usually does). It makes sense with the argument thing, like "walk NPC (5,south,1)" there must be a script written in that requires those 3 arguments and I think I've been used to just using the premade scripts and never thought I could make my own to pass stuff to like you guys did. It'll be fun applying this to future elements.Bob the Hamster wrote:Nice! so that is what the zone scripting was for!
http://www.redtrianglegames.com
RMZ#4181
RMZ#4181
<img src="https://www.redtrianglegames.com/img/de ... ab_001.png">
<img src="https://www.redtrianglegames.com/img/de ... ab_002.png">
Soda Piggy is finishing up the music for the next demo, should be done end of next week we think. I've been hard at work lately planning the next area out and setting up some preliminary areas of the map before I get into the meat of the dungeon gimmicks. It's been really challenging to nail down an idea I feel like works but I'm getting there. I got the first three floors made. Should be putting enemies on these floors soon too.
<img src="https://www.redtrianglegames.com/img/de ... ab_002.png">
Soda Piggy is finishing up the music for the next demo, should be done end of next week we think. I've been hard at work lately planning the next area out and setting up some preliminary areas of the map before I get into the meat of the dungeon gimmicks. It's been really challenging to nail down an idea I feel like works but I'm getting there. I got the first three floors made. Should be putting enemies on these floors soon too.
http://www.redtrianglegames.com
RMZ#4181
RMZ#4181
- TheLordThyGod
- Slime Knight
- Posts: 220
- Joined: Thu May 14, 2015 9:18 pm
- Location: Muscle Shoals, AL, USA, Earth, Solar System, Milky Way, Known Universe
- Contact:
<img src="https://www.redtrianglegames.com/img/de ... _melts.gif">
Worked on this little feature today for the Lab but decided to plant one of these in the Snow Planet. Fun fact, I was actually going to make it so Axe Cop could do this initially when I planned the level, but decided it was going to give him too much to do. I was planning out Fire Slicer and decided he needed more fire based powers and so I dug this idea back up. I got it from Sonic 3 originally in the Ice Cap Zone when you'd bounce on a box twice, once to break the ice, the other to get the item.
Worked on this little feature today for the Lab but decided to plant one of these in the Snow Planet. Fun fact, I was actually going to make it so Axe Cop could do this initially when I planned the level, but decided it was going to give him too much to do. I was planning out Fire Slicer and decided he needed more fire based powers and so I dug this idea back up. I got it from Sonic 3 originally in the Ice Cap Zone when you'd bounce on a box twice, once to break the ice, the other to get the item.
http://www.redtrianglegames.com
RMZ#4181
RMZ#4181
- TheLordThyGod
- Slime Knight
- Posts: 220
- Joined: Thu May 14, 2015 9:18 pm
- Location: Muscle Shoals, AL, USA, Earth, Solar System, Milky Way, Known Universe
- Contact:
- Bob the Hamster
- Lord of the Slimes
- Posts: 7660
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
- Contact:
James got it right! It's indeed the melt enemy dissolve! Loving using these things in creative ways.
http://www.redtrianglegames.com
RMZ#4181
RMZ#4181
<img src="https://www.redtrianglegames.com/img/de ... bclimb.gif">
The gif didn't capture the end of the hatch that well, but it does do the 2 frames like it does other times. This took a lot longer than you'd think. In the new area, this guy can climb up and down walls by turning into a werewolf and climbing scratched wall panels.
The gif didn't capture the end of the hatch that well, but it does do the 2 frames like it does other times. This took a lot longer than you'd think. In the new area, this guy can climb up and down walls by turning into a werewolf and climbing scratched wall panels.
http://www.redtrianglegames.com
RMZ#4181
RMZ#4181
Panels are scratched so you know it's a climbable wall. I needed an ability for this guy since everybody in the game has a unique field ability and I needed to incorporate his werewolf side since I can't transform him in battle so I thought a giant werewolf could climb the walls.VapourSword wrote:I have so many questions. Why are the panels scratched? Why does being a werewolf translate to climbing through hatches?
It looks really cool, I must say.
http://www.redtrianglegames.com
RMZ#4181
RMZ#4181
- woahpotato
- Red Slime
- Posts: 53
- Joined: Tue May 30, 2017 6:05 am
- Location: 76 6F 69 64
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