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Author Topic: In the Cave - GameMaker project  (Read 5381 times)

Jack_Bread

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Re: In the Cave - GameMaker project
« Reply #45 on: January 11, 2010, 06:40:35 am »

Her only movement is a 16 pixel step toward you when your nearby. It only some careful maneuvering to get her to follow you all the way through.
I have a simple pathfinding code that might help. It doesn't take into consideration walls and stuff, so it could use some modification.
Ooh. Could you PM it to me? ;D

By the way, Art and the demon make a sound when they die. (They're edited versions of my voice. <_< )
Also, there are now death screens. :D I'm proud of the second one. Here's screenshots of them. :)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

chaoticag

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Re: In the Cave - GameMaker project
« Reply #46 on: January 11, 2010, 02:31:16 pm »

Annnd sent. You probably dont have to deal with finding the closest of three object, so the thing I sent was a re-iteration of part of my script. Should still work though.
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Jack_Bread

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Re: In the Cave - GameMaker project
« Reply #47 on: January 12, 2010, 11:16:01 am »

Thanks. :)

Little to no progress yesterday. I went to take a nap and when I woke up, my mom convinced me to go back to sleep (it was 7... :( ). I'm starting to make the actual floors.

EDIT: The code you sent me is working properly. ;) Thanks, again!

ALSO... I was wondering if the current attack system is good. :\
Right now, it gets a random number out of 6, multiplies it by the creatures attack and then divides it by the other creatures defenes.
(In code, its other.hp -= (ceil(random(6))*dammult)/other.damblock)  "dammult" is attack and "damblock" is defense.)
« Last Edit: January 12, 2010, 05:51:38 pm by Jack_Bread »
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Bricks

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Re: In the Cave - GameMaker project
« Reply #48 on: January 12, 2010, 07:48:03 pm »

It's kind of weird that you use ceil() to make an integer, and then multiply it by something which is probably a decimal.  I don't think many games keep track of fractional levels of HP.
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Jack_Bread

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Re: In the Cave - GameMaker project
« Reply #49 on: January 12, 2010, 08:05:05 pm »

It's kind of weird that you use ceil() to make an integer, and then multiply it by something which is probably a decimal.  I don't think many games keep track of fractional levels of HP.
ceil makes decimals? Really? I usually use floor() to make random numbers, but I didn't want to deal with divide by 0 errors, so I thought using ceil() would be a good alternative. :P

(PS changed ceil to round. I didn't notice ceil was making decimals in debug mode. :P)

Psyco Jelly

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Re: In the Cave - GameMaker project
« Reply #50 on: January 12, 2010, 08:43:59 pm »

Gamemaker 8 has irandom_range(a,b) to generate and integer between and including the numbers and b. Spell and Spear's dungeon generator makes heavy use of that.

This is assuming you are using version 8.
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Bricks

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Re: In the Cave - GameMaker project
« Reply #51 on: January 12, 2010, 08:51:49 pm »

Well, I meant more along the lines that:
Code: [Select]
ceil(random(6))produces something like an integer, but then you multiply it by
Code: [Select]
dammult/other.damblockwhich is most likely going to be a noninteger.  I can't remember if Gamemaker tracks integers and floats separately.
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Jack_Bread

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Re: In the Cave - GameMaker project
« Reply #52 on: January 12, 2010, 08:57:40 pm »

Gamemaker 8 has irandom_range(a,b) to generate and integer between and including the numbers and b. Spell and Spear's dungeon generator makes heavy use of that.

This is assuming you are using version 8.
I wish. I can't register GM8 offline. :(
I'm using 7, by the way.

On another note, imps now shoot FIREBALLS. Except that they shoot TOO MANY FIREBALLS. :O

EDIT: *Throws gasoline-soaked rags at readers.* FIREBALL FIREBALL! D:<
« Last Edit: January 13, 2010, 10:16:36 am by Jack_Bread »
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chaoticag

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Re: In the Cave - GameMaker project
« Reply #53 on: January 13, 2010, 12:50:07 pm »

How many is too many? Can't you have it as a small chance per three turns or something?
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Jack_Bread

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Re: In the Cave - GameMaker project
« Reply #54 on: January 13, 2010, 12:58:25 pm »

They fire a constant stream at you.
I didn't feel like doing the delay right now. :\ But I'd guess I should make it like the growth of the small mushrooms. Like, at creation, get the current turn. Check if the current turn equals the create turn plus 100, then grow up.

ALSO, I think I've found a way to do pretty basic line of sight minus blackening out parts you can't see.

Hippoman

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Re: In the Cave - GameMaker project
« Reply #55 on: January 13, 2010, 05:55:57 pm »

Put a timer on the fireball. Or attacking in general.
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Psyco Jelly

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Re: In the Cave - GameMaker project
« Reply #56 on: January 13, 2010, 06:14:38 pm »

attack = (random(6)+1)*dammult/other.damblock;
attack = ceil(attack);
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Jack_Bread

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Re: In the Cave - GameMaker project
« Reply #57 on: January 13, 2010, 06:21:47 pm »

Well, right now, monster attack you only if you attack. Couldn't figure out how to get them attack on their own. :\
Also, general timers wouldn't work since all monsters function with the global variable move.
(Whenever the character moves, move goes up by your current speed which is based on armor, then the monsters move and do other stuff while move is still above 0.)

FAKE EDIT: Ninja'd by Psyco Jelly. :O
I don't understand. It doesn't look like that'd work since your using the same variable twice. :\

PS. Once I fix the second room and add a delay to imp's FIREBALL, I'll release another demo! ;D
« Last Edit: January 13, 2010, 06:23:26 pm by Jack_Bread »
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Psyco Jelly

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Re: In the Cave - GameMaker project
« Reply #58 on: January 13, 2010, 06:30:06 pm »

x = x+1 will increase x's value by one.
It's the same thing as x += 1.

It doesn't matter how many times you use it.
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Jack_Bread

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Re: In the Cave - GameMaker project
« Reply #59 on: January 13, 2010, 06:40:07 pm »

Ah, right. <_<
I'll try that in a moment. Also, I gave imps the ability to walk through walls... a mushroom man slipped through with it. :o
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