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Author Topic: Cthulhu Makes a Game  (Read 12226 times)

ECrownofFire

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Re: Cthulhu Makes a Game
« Reply #90 on: July 20, 2010, 12:12:21 am »

Just remember to design them so that you don't get permanently stuck somewhere. Some kind of reset or a way to push the block back to the beginning.
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Cthulhu

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Re: Cthulhu Makes a Game
« Reply #91 on: July 20, 2010, 12:36:52 am »

Yeah, I'll probably just do like Golden Sun and make the blocks not persistent, so they reset if you leave and come back.
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Vahan

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Re: Cthulhu Makes a Game
« Reply #92 on: July 20, 2010, 12:51:58 am »

Make a Sonichu game.
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dragnar

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Re: Cthulhu Makes a Game
« Reply #93 on: July 20, 2010, 07:33:26 am »

Make a Sonichu game.
Out foul demon! For that suggestion you should be exiled from the internets! All of them!
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Medicine Man

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Re: Cthulhu Makes a Game
« Reply #94 on: July 20, 2010, 07:41:47 am »

What is Sonichu?
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Cthulhu

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Re: Cthulhu Makes a Game
« Reply #95 on: July 20, 2010, 07:56:19 am »

We will not bring up Sonichu in this thread.

Question:  Does the parent object have to be in the room for the children to inherit its events?  I don't want an invisible goblin running around because the goblin master is running off events meant for the goblins themselves.
« Last Edit: July 20, 2010, 09:35:16 am by Cthulhu »
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Willfor

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Re: Cthulhu Makes a Game
« Reply #96 on: July 20, 2010, 09:39:56 am »

Question:  Does the parent object have to be in the room for the children to inherit its events?  I don't want an invisible goblin running around because the goblin master is running off events meant for the goblins themselves.
If it follows standard object-oriented programming theory, the parent-child relationship of classes of object has no bearing on whether one is in the room or not. All it means is that the child type adopts code from a parent type. Gamemaker might have different rules though, I don't know.
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dragnar

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Re: Cthulhu Makes a Game
« Reply #97 on: July 20, 2010, 09:48:58 am »

Question:  Does the parent object have to be in the room for the children to inherit its events?  I don't want an invisible goblin running around because the goblin master is running off events meant for the goblins themselves.
No, as Willfor said, there are no restrictions on the parent's presence. You will probably never even place the parent in any room.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Cthulhu

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Re: Cthulhu Makes a Game
« Reply #98 on: July 20, 2010, 09:50:27 am »

Okay good, it suddenly occurred to me that the parent would probably start trying to do all the actions meant for the goblins if I put it in the room.
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Boksi

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Re: Cthulhu Makes a Game
« Reply #99 on: July 20, 2010, 11:04:07 am »

On the subject of the Quicksilver Boots: Perhaps it would stun or even damage you if you hit an obstacle before finishing the dash. And as for collision detection, I'd spawn a number of unique, invisible tile-sized detectors in a row in the direction you're dashing. Check DetectDash1, if it overlaps an obstacle then stun Budgetsoft, if not check DetectDash2 and so on.
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dragnar

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Re: Cthulhu Makes a Game
« Reply #100 on: July 20, 2010, 11:07:49 am »

Ugh, that would be far more complex than needed. Move the character one tile at a time, checking collisions every move(that would need scripting, the drag and drop commands can't check for collisions in mid-step) No reason to make more objects than are necessary.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Cthulhu

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Re: Cthulhu Makes a Game
« Reply #101 on: July 20, 2010, 11:13:13 am »

Yeah, I was planning on making it bad to hit stuff dashing.

The way I see it is this:

Press shift + D-pad, immediately move two or three tiles in the chosen direction (With an appropriate swish/speedy move sprite).  Short cooldown, 5 seconds or so, and you can do it again.  You can't use it to fly around the map, it's too short and there's a cooldown.  The main purpose is avoiding attacks without a large AoE.  Dragon breathes fire, dash to the side, you get the idea.  It could also be used in a similar way to the gauntlets.  If I don't want the player reaching an area until they've completed the dungeon that gives the boots, I put a small chasm in the way.  Only way over it is dashing.

That's assuming I make that item anyway.  I know what boss it will likely drop from, and there are plenty of other cool items I could put there.
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Cheddarius

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Re: Cthulhu Makes a Game
« Reply #102 on: July 20, 2010, 12:01:51 pm »

That's good. Reminiscent of Zelda. Get boots, jump over chasm to boss fight... get fist, punch block in front of boss door out of the way. Things like that, you know?
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ein

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Re: Cthulhu Makes a Game
« Reply #103 on: July 20, 2010, 12:06:25 pm »

This game is going to be kickass.

Aqizzar

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Re: Cthulhu Makes a Game
« Reply #104 on: July 20, 2010, 12:17:12 pm »

Game Maker 7 doesn't appear to know how to make an animated sprite out of tiled pictures in a single image, contrary to the tutorial which skips right over the matter.  Maybe I should return to this project when I'm not dead tired.

Also, liking sound of guy using different movement-effecting gadgets powered by a universal magic gauge.  Very old-school action-gamey.
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