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Author Topic: Kyoob 3.1 - Hey look, an update!  (Read 23891 times)

Offline Moosetroop11

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Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
« Reply #60 on: November 21, 2010, 12:50:10 PM »
Looking forward to it. I haven't played this in ages.
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Maaaaaaaaaaaaaaaaaaaaaaaaaaan I missed this place.

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Maaaaaaaaaaaaaaaaaaan I missed you.

Quote from: fruckert
Maaaaaaaaaaaaaaan I missed that welcome.

Offline fruckert

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Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
« Reply #61 on: December 03, 2010, 08:17:24 PM »
I apologize for my hasty statement and hope that this screenie of the shield and new tip system will placate the rabid rending of my flesh.



The shield works by going into attack mode, and then pressing the magic button.
Doing that again makes them fly out in said spiral pattern.
« Last Edit: December 03, 2010, 08:19:16 PM by fruckert »
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline drenrin2120

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Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
« Reply #62 on: December 03, 2010, 08:25:50 PM »
When they fly out, do they do damage to enemies? That'd be spiffy.
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Offline fruckert

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Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
« Reply #63 on: December 03, 2010, 08:26:58 PM »
Yup.
They also ignore collisions with blocks, so it's a nice way to damage everything in the area, albeit lightly.
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline SaiKar

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Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
« Reply #64 on: December 03, 2010, 11:38:57 PM »
Quote from: fruckert on December 03, 2010, 08:17:24 PM
I apologize for my hasty statement and hope that this screenie of the shield and new tip system will placate the rabid rending of my flesh.

Sorry, but nope. Gnaw.
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Offline fruckert

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Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
« Reply #65 on: December 03, 2010, 11:41:06 PM »
oh noooooo *death*

I kind of programmed myself into a corner. I have no idea how to effectively make sure that enemies hit Kyoob, and vice-versa.
Until I bang my head at that wall enough times to tunnel through, I can't really do much.
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline Geocide

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Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
« Reply #66 on: December 11, 2010, 10:32:00 AM »
You're using GameMaker in this game am I right? If that's the case then I see alot of potential to go over to a powerful language such as C++ and build a game entirely from scratch. Ofcourse if you have worked for so long with it, you might wanna stick to it but I'd like to see you port this into C++ in where you have more control of what to program.

If you now are using GM I don't have a clue what built-in features that has.

But in C++ I would do something like:

Create my enemies (you already have enemies I assume)
Create a list in where I put all the enemies.
Loop through the list and check which enemy the player collides with (or bullets or w/e).
Execute whatever action you'd like.

Enemy enemy1;

Enemy enemy2;
Enemy enemy3;
EnemyList.push_back(enemy1)
EnemyList.Push_back(enemy2);
EnemyList.push_back(enemy3);

Now you'd have 3 enemies in the list.

for(int i = 0; i < EnemyList.size(); i++)
{
if(player.collideswith(EnemyList (i)) player = dead;
}

The reason I'm writing this is so that something similar might be written in GM or so and might give you a hint or so. I've never used GM myself since I wanna do my games from scratch.
« Last Edit: December 11, 2010, 10:33:33 AM by Geocide »
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Offline Prpl_Mage

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Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
« Reply #67 on: December 11, 2010, 03:59:33 PM »
I think his problem is the Gauntlet-problem. Both the player and the enemies get hurt at the same time when they collide.
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Oh my god, this was ...10 years ago...

Offline fruckert

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Re: Kyoob 3.1 - [insert wit here] - Item Shakedown
« Reply #68 on: December 11, 2010, 07:26:29 PM »
That is a fascinating solution to the problem.
I'll try modifying it to work with GM, and my more complex enemies, although I absolutely suck with for() loops, so I'm not sure how well that will turn out.

Purp: Only certain enemies you can jump on, some have spikes. And some only hurt you when they attack, etc.
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline fruckert

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Re: Kyoob 3.1 - Hey look, an update!
« Reply #69 on: January 04, 2011, 10:58:17 AM »
New enemy in the list.

I haven't worked on enemy collisions yet, though, so... =[

I have, however, made this fairly kickass tooltip system that I'm very proud of.
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline fruckert

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Re: Kyoob 3.1 - Hey look, an update!
« Reply #70 on: March 07, 2011, 04:36:48 AM »
May I get a delete on this?
I'm planning on revitalizing the whole thing, with an actual physics engine and whatnot.
This thread is kind of redundant at this point.
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline SaiKar

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Re: Kyoob 3.1 - Hey look, an update!
« Reply #71 on: March 07, 2011, 05:09:25 AM »
What? I am have the sadness!
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