3425c427-1bb1-4cbe-af3a-e15036f752a4's Forum Posts

  • I'd say that's waaaay too generic to guess. Elaborate a little.

    Understandable.

    Welll my idea was to make a main character with various sprite animations and a few keys simply control all of this... essentially the game adds an unpredictability since the game controls how the character lands and such. This is nothing new but it's just different when you have several different ways of landing, depending on the motion the character takes based on how the game computes the character's "motion-taking".

    For example, in a normal platform game, you generally don't have to worry about a consequence to the main character hitting the side of a solid object at full speed (or close to full speed). But in this, the player could potentially fall over from smacking the wall. Or perhaps they will keep their balance. There's the slight unpredictability that can come in.

    There may also be a bit more of a unpredictability than this... such as a bit of a random aspect to the physics.

    So essentially you have a platform game with beyond-average physics... and the feature which tries to make the game the most fun, is the physics.

    (Essentially, the anatomy of the character sprite can't be too stiff, or movements will be unbelievable.)

    However the main concern that I can think of with the whole idea is that it could be interpreted as "sloppy controls". It's hard not to make such a thing appear as a "goof-up" by the developer which they did in trying to create a predictable physics, rather than a legitimate aspect of the game.

    *brainstorms* Perhaps the idea would work best if it was manifested in the way of allowing you a "get out of dieing free" reward every once in awhile. Such as instead of the player always dieing when they hit spikes, every once in awhile they're able to bounce off them.

  • Plus if you're not careful, it could just translate into "horrible control system"

    That's what I'm afraid of.

  • You have a character with rather complex physics. The complexity comes not through the complexity of code, per se, but the unpredictability of the physics.

    (The goal is to advance through levels, and the game would be a platform game.)

    I suppose I'm not being very descriptive, but it's because I'm trying to isolate the one idea in question.

  • Link: http://gamejolt.com/freeware/games/adve ... rk-3/1648/

    My description is that this particular game is a small adventure game where you'll get to wield an ax and fight a few NPCs/bosses.

    There is also a "Day" system... a day can be lost by getting hit by an enemy, or when the game's time-clock reaches past 10 P.M. Don't worry though... you have 15 Days to complete the game.

    Controls:

    Arrow keys - control character

    A key - the action button. Use it when you want to do something like enter a room or talk to someone.

    S key - the button you use to use your weapon... once you have one.

  • Movie files can take a lot of megabytes space because each frame gets saved.

    So if you plan on distributing the game as a download, I'd go for the second option because it could reduce download size.

  • Link: http://gamejolt.com/freeware/games/acti ... mark/1537/

    This game is not very good in my opinion, and it probably won't be more than a prototype since a different game I'm working on is turning out better. However I don't necessarily want it to go to waste by not showing anyone.

    Controls:

    Arrow keys - control character

    'A' key - action button

    Additional info:

    When you are flying the broomstick, you probably don't want to go completely out of the play area because you'll lose a life.

    You cannot kill the broomstick, so don't worry about enemies touching the broomstick.

    Complaints already noted:

    Enemy AI needs to be smarter.

  • I assume that there are only two levels since the program closed after that...

    Anyway, this could be pretty good with some more levels, and maybe a storyline to tie it together.

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  • You don't have to shift a global variable over to an object variable... I believe. Because objects already have access to them.

    Try this small piece of code either way: global('name')

    But replace the word name with the name of your global variable.

    This returns the global variable value.

    Of course, I could have misunderstood.

  • Hi everyone!

    One question I have at the beginning. I am sure this is somehow possible. Is an object able to read and wirte global variables? If yes, how?

    The System command takes care of the global variables... though you can make the appearance that an object has control of them (because global variables are, I believe, meant to have all-around access instead of being limited to one object).

    You can also assign invidual variables to objects if you really want to.

    But if you're talking about reading/writing to an external file... I haven't tried that.

  • That's pretty cool. I'm thinking that more detail on the graphics would make it better.

  • The graphics are pretty cool. But, I have a bit of a problem with the small screen size.

  • I'm pretty much a novice at coding and have made a couple of games which I've posted in the Creations board.

    But, the only ways I think I could use your skill is if you can do cartoon graphics well or can create entire 3D scenes which can be saved as photographs (backdrops?).

  • Basically I'm trying to make a top-down character squeeze through something like a tunnel based on player input. While the character sprite is human, it doesn't need the appearance of having bones. I understand basic things like movement and player interaction, etc... but am not sure the best way of doing the stated thing.

  • Use the "every X milliseconds" condition... then I believe for the action, you click on System (the computer icon) and click on "Create Object", and choose the thing which shoots as the object.

    Then from Create Object, do something like this for the X/Y:

    (Name of sprite which shoots the thing).X

    (Name of sprite which shoots the thing).Y

    There might be some more math involved such as subtracting/adding numbers to the X/Y values to change the position a little.

    You will probably also need some form of bullet-like behavior for the things which shoot.

    And I'm probably sounding more complicated than I mean to.

  • I wanted to make it where if the character encounters an amount of space smaller than himself, he can try to squeeze through the space. In other words, his form would kind of be like jellow and would try to accomdate a different shape of space.

    I'm also talking about trying to do this graphics-wise. Because I don't want to draw 25+ sprites for something which seems like a simple algorithm.

    Also, simply changing the width of the object doesn't quite create the effect I was looking for.