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Post by amaweks on Oct 18, 2020 12:51:36 GMT
Hi to everyone. First trying with MPAGD, me and my wife want to make a Spec game and maybe convert to MSX when it's Done. We whant to make the player mechanichs feel right and have all habilities before making more screens, enemies, music, etc. So far we were able do customize our player movement: with Fire2 he jumps and animates properly, with Fire he slides. Now there is some things we want to do, but we are having a hard time: - Make another sprite (player tail, see sprites image) show above the player when the jump animation is played (so after that we can make the tail sprite colide with enemies and kill them) - Make another sprites (tail right, and tail left) to show in front of the player when he slides (and again, make it an attack movement) I'm newby on any script language, so I've messed around with some commands for some days (like spawn) with no success. Any tips for implement this jump and slide attack? Can we use another sprite along side with the player sprite or should I work another way around? Thanks for any answer. PS: The original game is for Mega Drive, made with SGDK (music and art by me, code by a friend), a screen to screen platformer: amaweks.itch.io/devwill-too-md
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Post by sinclairfan on Oct 19, 2020 0:06:07 GMT
Wow that looks so cool, I love your sprites!
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Post by amaweks on Oct 19, 2020 2:42:09 GMT
Wow that looks so cool, I love your sprites! Thanks, I'm not good doing code, but I try hard doing graphics.
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Post by ultranarwhal on Oct 20, 2020 12:56:31 GMT
You can sort of have another sprite for attack, but I've found it has lag. In player events put something like this
LET O = X
LET P = Y ADD 16 To P
IF IMAGE = 8
ADD 16 To O ENDIF
IF IMAGE = 9 SUBTRACT 16 FROM O ENDIF
Then in the tail type event LET X = O LET Y = P
If that doesn't look good you can add slide attack to single sprite, something like this in Enemy type event code (this code may not work completely)
IF COLLISION 0 OTHER
IF IMAGE = 8 ENDSPRITE IF X > O REMOVE ELSE KILL ENDIF ENDIF OTHER IF IMAGE = 9 ENDSPRITE IF X < O REMOVE ELSE KILL ENDIF ENDIF ENDIF
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Post by amaweks on Oct 21, 2020 2:41:48 GMT
You can sort of have another sprite for attack, but I've found it has lag. In player events put something like this
LET O = X
LET P = Y ADD 16 To P
IF IMAGE = 8
ADD 16 To O ENDIF
IF IMAGE = 9 SUBTRACT 16 FROM O ENDIF
Then in the tail type event LET X = O LET Y = P
If that doesn't look good you can add slide attack to single sprite, something like this in Enemy type event code (this code may not work completely)
IF COLLISION 0 OTHER
IF IMAGE = 8 ENDSPRITE IF X > O REMOVE ELSE KILL ENDIF ENDIF OTHER IF IMAGE = 9 ENDSPRITE IF X < O REMOVE ELSE KILL ENDIF ENDIF ENDIF
Thank you for the answer. I tried the attached sprite and it has lag, so I think I'll go the one sprite approach and redraw his slide animation. Tomorrow I should try use your code for the one sprite solution. I already have made the player kill enemies jumping on them, but I am strugling to make him automatic jump when kill the enemy (like on most jumpman platformers) I'll post the progress as soon as I got something working. Thanks again.
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Post by ultranarwhal on Oct 21, 2020 10:53:15 GMT
I have automatic jump after hitting enemy in my game, I just put this in enemy code.
IF COLLISION 0 OTHER LET AIRBORNE = 0 JUMP 4 ENDSPRITE ENDIF
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Post by amaweks on Oct 21, 2020 17:43:52 GMT
I have automatic jump after hitting enemy in my game, I just put this in enemy code. IF COLLISION 0 OTHER LET AIRBORNE = 0 JUMP 4 ENDSPRITE ENDIF Thanks For all the Help, everything working like a charm I did some adaptations on your code becase of another ahcanges I have did and use of variables, but your code was a greate help. I alread have done the automatic jump, but in my case I have to set the jump speed to 0 alongside the airbone 0, must be something that I did in another place, maybe because I've made him fall faster? I do not know, but tat's fine for now. Here some animated gifs of the results: And some new screens: I'm trying to use the colour clash in my favor, to make translucent water and another visual effecs: Sunset (reminder to myself: tun off scanlines on the emulator before recording a animated Gif, gifcan must have the trees leaves green tone set as transparenci chromakey)
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