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Falling Platforms

PostPosted: Sat Jun 20, 2009 6:49 am
by MakotoNinja
Well I have just implemented falling or break away platforms. There are two types, one disappears forever and the other will return to its original position if the hero dies and is re-spawned. I think I am done with all the items I need for my project save a more intelligent enemy type.
Link to the game

Re: Projectiles & Baddies - Implimented (!tested)

PostPosted: Sun Jun 21, 2009 3:59 pm
by austino
Any chance you could implement an enemy that you could jump on top of?

Re: Projectiles & Baddies - Implimented (!tested)

PostPosted: Sun Jun 21, 2009 9:46 pm
by MakotoNinja
austino wrote:Any chance you could implement an enemy that you could jump on top of?

did a quick test. its kind of a dirty hack, but it works for the most part.
Hop n Bop
Source Code
I commented the code fairly well so you should see how I did it. I also gave the Baddie a horrible re-spawning ability so you can test variations without having to refresh every time.

Re: Projectiles & Baddies - Implimented (!tested)

PostPosted: Mon Jun 22, 2009 4:13 am
by austino
This is great stuff. I really hope you can get it all implemented in the next release(hint,hint) :mrgreen:

Re: Projectiles & Baddies - Implimented (!tested)

PostPosted: Mon Jun 22, 2009 7:30 pm
by DarkNemo
Makoto, you made my dream come true.
Well, I'll use your baddy to replace mine T___T
It's really hard to be bad at programming.

Add Smarter (more dangerous) AI

PostPosted: Tue Jun 23, 2009 1:14 am
by MakotoNinja
Aloha all,
I just added a new Enemy AI (I call it threat level 2) and this enemy will stop marching when the hero comes into proximity and fire a projectile at the hero. The hero has the option of avoiding the enemy projectile or countering the enemy projectile with his own (now that's ninja!).
Game Link

Re: Projectiles & Baddies - Implimented (!tested)

PostPosted: Tue Jun 23, 2009 5:40 am
by togden
Hey, very cool! :itsalive:

I'm not sure if it's intentional, but in that demo all the weapons had an infinite supply, rather than running out.

Also, since you seem to be some super AS guru, do you happen to have any thoughts on music fade in/fade out capabilities? I'm willing to muck around in the code a bit (I'm pretty much a noob though) if you would even just be so kind as to point me in the right direction :) :bounce:

Re: Projectiles & Baddies - Implimented (!tested)

PostPosted: Tue Jun 23, 2009 6:39 pm
by MakotoNinja
togden wrote:Hey, very cool! :itsalive:

I'm not sure if it's intentional, but in that demo all the weapons had an infinite supply, rather than running out.

Also, since you seem to be some super AS guru, do you happen to have any thoughts on music fade in/fade out capabilities? I'm willing to muck around in the code a bit (I'm pretty much a noob though) if you would even just be so kind as to point me in the right direction :) :bounce:

"Guru", ha! Thanks for the compliment, but I view myself as an artist armed with just enough scripting knowledge that gives me a virtual machete to which I can hack away at a proper programmer's code. Case in point, the weapons were not supposed to have an infinite supply. :oops:
At any rate, I haven't even begun on tackling the audio portion of things like sound effects and music which I should probably start thinking about soon. What exactly were you thinking?

Re: Projectiles & Baddies - Implimented (!tested)

PostPosted: Wed Jun 24, 2009 2:39 am
by togden
MakotoNinja wrote:At any rate, I haven't even begun on tackling the audio portion of things like sound effects and music which I should probably start thinking about soon. What exactly were you thinking?


I'm imagining a symbol that fades out the music when touched, and one that fades in the music when touched. There's probably more features that would come in handy, but that's all I need for my current project :)

Music Fade Symbol

PostPosted: Wed Jun 24, 2009 6:02 am
by MakotoNinja
I don't know how you have your background music setup, but this new symbol relies on the having the sound object inside the level clip. I had to add a loop to engine so you will need to add this to yours as well. In the source I have posted here it's at around line 800 and contains the following:
Code: Select all
//## Music Fader
   for(i in mcLevel.musicFadeArray){
      if(mcLevel.mcPlayer.collisionBox.hitTestObject(mcLevel.musicFadeArray[i])){
         mcLevel.musicFadeArray[i].fade();
         break;
      }
   }

/*Edit*/ Forgot to mention an additional array definition in the level clip as well.
Demo
Source