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Author Topic: Cthulhu Makes a Game  (Read 12224 times)

chaoticag

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Re: Cthulhu Makes a Game
« Reply #105 on: July 20, 2010, 12:39:20 pm »

You can, it's just a bit more annoying.

Choose the sprite, click on edit, then go to the create from strip option under file (or hit ctrl+i), then choose the sprite sheet and (since you are on 1945) set it so that the plane sprite is 32 pixels wide.
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Medicine Man

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Re: Cthulhu Makes a Game
« Reply #106 on: July 20, 2010, 12:56:14 pm »

You can do it Cthulu!  :D
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Boksi

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Re: Cthulhu Makes a Game
« Reply #107 on: July 20, 2010, 01:10:42 pm »

Ah, I was under the assumption that the dash was supposed to be instant, all teleport-like.
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Cthulhu

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Re: Cthulhu Makes a Game
« Reply #108 on: July 20, 2010, 01:29:13 pm »

Close to instant.  I'm thinking like half a second to cross three tiles, but that's as far as you go.  We'll see how it works once I'm testing.

Good news, I think I have most of the code-base figured out except for stuff I'll have to deal with when I get to it.  Now I get to do the fun part.

One more thing I haven't figured out though.  Is there a way to check if there's anything in the cardinal directions of a monster?

Like, a monster walks, hits a wall, then scans to see if the player is in one of the four available paths (North, east, west, south)?

Another one I'm not sure about.  Let's say I have a boulder.  Obviously you can't move through it.  If I give the boulder a collision event with a parent object, will the child objects inherit it even if the event is on the boulder's side?
« Last Edit: July 20, 2010, 03:21:12 pm by Cthulhu »
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chaoticag

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Re: Cthulhu Makes a Game
« Reply #109 on: July 20, 2010, 03:22:16 pm »

Set a check to see if the player is within a certain relative range of the monster? That way, you can check if the player is above the monster and in a 64 by 64 area. This is a little hard to explain...
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Cthulhu

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Re: Cthulhu Makes a Game
« Reply #110 on: July 20, 2010, 03:23:53 pm »

Yeah, I know about that, but I was wondering if it were possible to do that for only the four cardinal directions.  Like, the monster looks straight down each path, and if the player is in that path it charges.  If the player is nearby but not directly north/east/west/south of the monster, it doesn't charge him.

Oh wait, nevermind the parent object question, I just noticed I already have an example in my game code that answers it.
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chaoticag

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Re: Cthulhu Makes a Game
« Reply #111 on: July 20, 2010, 03:29:20 pm »

Ah right, that's a bit easier. You can have it fire an invisible bullet (unless you don't have pro) and if it hits, it charges in the direction of the bullet.

Or you can do the same check, set to see if the player is x<=-800 y== 0 relative (West) then start a timer for it before checking the next location (eg. x==0 y<-800 [North])
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chaoticag

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Re: Cthulhu Makes a Game
« Reply #112 on: July 20, 2010, 03:39:21 pm »

Hold on, here is a more in-depth way of doing it:

Code: [Select]
//this saves the position of the hero.
hero_pos = instance_nearest (goblin.x,goblin.y,obj_hero)
herox= hero_pos.x
heroy= hero_pos.y
That way, you can call the position of the hero from the instance of the goblin, then use those numbers to do the checks I mentioned.
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Cthulhu

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Re: Cthulhu Makes a Game
« Reply #113 on: July 20, 2010, 04:08:25 pm »

That sounds good, I'll mull over the options.
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ILikePie

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Re: Cthulhu Makes a Game
« Reply #114 on: July 20, 2010, 04:21:46 pm »

Another one I'm not sure about.  Let's say I have a boulder.  Obviously you can't move through it.  If I give the boulder a collision event with a parent object, will the child objects inherit it even if the event is on the boulder's side?
Been a few years since I used gamemaker, but I'm guessing the children won't inherit the collision. What you can do though is have the collision event on the parent's side. Unless you're planning on inheriting that event from the boulder, it should work fine.

Edit:
Oh wait, nevermind the parent object question, I just noticed I already have an example in my game code that answers it.
Just noticed this, never mind.
« Last Edit: July 20, 2010, 04:25:07 pm by ILikePie »
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Cthulhu

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Re: Cthulhu Makes a Game
« Reply #115 on: July 20, 2010, 07:37:56 pm »

I need some feedback, guise.


Is it just me or is that the grossest thing ever?  I'm not even done shading it and it's putting a bad taste in my mouth.  It's so fat...

Also, yeah, Rare monsters.  Some areas are going to have rare monsters that only spawn a certain percentage of the time.  They'll be mini-boss level fights, and drop a minor item (Health bubbles, stuff like that, nothing you can't live without).  Once they die they're gone.  That thing freaks me out though.  It's not as bad zoomed in, but you can kind of see the actual size version in the corner but it's jpegged.  The shading gives its head this horrible roundness, like there's more fat than skull.
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Retro

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Re: Cthulhu Makes a Game
« Reply #116 on: July 20, 2010, 07:47:30 pm »

Not a bad start, but you definitely want to add some brown fabric around his hips so the loincloth is actually a loincloth rather than a weird thing hanging from his... uh, belly.

Diablous

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Re: Cthulhu Makes a Game
« Reply #117 on: July 20, 2010, 07:48:16 pm »

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Boksi

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Re: Cthulhu Makes a Game
« Reply #118 on: July 20, 2010, 08:00:39 pm »

It's Uzob the Cyclops! Make sure that belly wobbles when it walks.
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Aqizzar

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Re: Cthulhu Makes a Game
« Reply #119 on: July 20, 2010, 08:24:16 pm »

Is that a tail?  Or a third leg?  I really hope it's one of those things.  I wonder what it looks like from other angles.
« Last Edit: July 20, 2010, 08:43:05 pm by Aqizzar »
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