CKY2K
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Post by CKY2K on Nov 15, 2010 14:48:54 GMT -5
If you guys still can't get the items there here: When you start go: -left for the bat -right for the shooting star -downleft for the cleats, and you should also see golden pillars, go search in that area and you'll also find the super nova -downright for the grenades -on the rooftop on of one of the buildings above you for the alien laser gun -near the golden pillars, there should be a little empty park concealed by a red brick wall, and the missiles are sitting on the wall. You have to use the floating platforms to get there.
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Scotty D.
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Roll Initiative!
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Post by Scotty D. on Nov 15, 2010 19:39:41 GMT -5
Here's another question: how do you switch items to use the other weapons?? I have tried just about everything and can't figure it out!
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CKY2K
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Post by CKY2K on Nov 15, 2010 21:37:55 GMT -5
shift, sorry I thought I wrote that down.
Edit: I'm trying to look at the code for Mike and the main controller so I can optimize things, but really I think it's the platform objects (the one that make up the risen ground parts) and I might just make rooms smaller and split up into sections.
Edit2: One more update I did now was that the jumping is more like Zoda's Revenge, where even if you don't press a direction you still go in the direction you last pressed.
Also new items include super laser gun from ST1 and a sword (bat with 10 point damage).
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CKY2K
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Post by CKY2K on Nov 18, 2010 0:24:27 GMT -5
Didn't update the zip but I just scripted up some floating platforms, seriously fun stuff.
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CKY2K
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Post by CKY2K on Nov 19, 2010 21:51:23 GMT -5
Just made Sub C. Moves over water objects in a grid formation like the first game.
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CKY2K
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Post by CKY2K on Nov 20, 2010 21:32:47 GMT -5
I moved the weapon and jump event to event_user events so you can queue your action to do it again after it's done doing it the original time, like in the original game. This makes it easier to jump on command and to fire your weapon right again.
This also will help in customizable keys, at least for jumping and using weapons.
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Coralcola
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Forget the Hollywood mess. If I was host, I'd have Wheel tape on C-Island. :)
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Post by Coralcola on Nov 21, 2010 13:15:14 GMT -5
Finally got to play it for the first time. Whew, there's a lot to catch up on! Man, those controls took me awhile to get used to. I'm so used to the space bar for jumping with computer games that whenever I was trying to get on top of something I ended up pausing the game, then unpausing and proceeding to die. It didn't help that I had right-clicked the moment before, so a bunch of space troopers were surrounding me. When you walk off a screen, do you just go to the other side of the same screen, or is there actually a new set of objects from one screen to the next? I was getting so totally lost (and I STILL could not find Sub-C, but found all the weapons.) In one instance, I went from the starting screen to the left off to the "next screen," and after a little walking, everything went totally grey (the whole screen, nothing showing up). I wasn't too far from the one side, so I just held right for a time and ended up back on the original screen, with everything appearing again. Twas strange. Would it be possible, just for convenience sake, down the line, to have the option for the game to be in a box on the screen, instead of taking up the whole screen? Another issue I was having was with perspective, so I couldn't quite tell with some of the structures what level I was on and/or how I'd jump from one to the next (the Super Nova setup in particular), partly related possibly to everything being stretched with it taking up my whole screen. Otherwise, everything seemed to be fine, the mechanics work as they should, the response time is great, and the sound effects are spot on.
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CKY2K
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Post by CKY2K on Nov 21, 2010 21:33:38 GMT -5
Oh sorry, the updates I posted were news updates, I didn't update the file yet, but I will right now so you guys can check out the updates. I updated the zip to include all the new features. PLEASE NOTE, the newer updates take a while to load the outside level, so the first time you load the outside, just wait until it's done deactivating all out-of-view objects. It should take about 4-10 seconds I guess. Also if you need help locating special spots, I'll show you some screenshots. Just look at where the dot is on the lower right map and go there. Sub C's location Some "Dungeon" Random Cave I also just scripted a music playing script so I can have different songs in different areas. Also when using Sub C, us G to dive and press H when at land to get out of the sub. When using the anklet HOLD H to jump farther, you can jump up to 3 tiles/water/hole spaces. Sorry about the crappy pit/water detection, I'm going to fix that sometime later, it's really touchy, so use F5 to savestate and F6 to load if you don't want to bother starting the level over again after falling in a pit.
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CKY2K
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Island Courage
Posts: 233
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Post by CKY2K on Nov 21, 2010 21:45:55 GMT -5
Finally got to play it for the first time. Whew, there's a lot to catch up on! Man, those controls took me awhile to get used to. I'm so used to the space bar for jumping with computer games that whenever I was trying to get on top of something I ended up pausing the game, then unpausing and proceeding to die. It didn't help that I had right-clicked the moment before, so a bunch of space troopers were surrounding me. When you walk off a screen, do you just go to the other side of the same screen, or is there actually a new set of objects from one screen to the next? I was getting so totally lost (and I STILL could not find Sub-C, but found all the weapons.) In one instance, I went from the starting screen to the left off to the "next screen," and after a little walking, everything went totally grey (the whole screen, nothing showing up). I wasn't too far from the one side, so I just held right for a time and ended up back on the original screen, with everything appearing again. Twas strange. Would it be possible, just for convenience sake, down the line, to have the option for the game to be in a box on the screen, instead of taking up the whole screen? Another issue I was having was with perspective, so I couldn't quite tell with some of the structures what level I was on and/or how I'd jump from one to the next (the Super Nova setup in particular), partly related possibly to everything being stretched with it taking up my whole screen. Otherwise, everything seemed to be fine, the mechanics work as they should, the response time is great, and the sound effects are spot on. Oh that gray area was probably where I placed a huge staircase, I removed that now. What do you mean by "game to be in a box on the screen, instead of taking up the whole screen?"? The perspective thing is something you'll have to get used to. I might shade the top of the platforms with different lighting to be easier to indicate which level the platform is. Also I'll eventually make the outside a bit smaller and cut up to different sections to prevent the long loading problem, though I did want to make the outside very vast, wide and continuous.
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Coralcola
Global Moderator
Forget the Hollywood mess. If I was host, I'd have Wheel tape on C-Island. :)
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Post by Coralcola on Nov 22, 2010 1:21:44 GMT -5
Finally got to play it for the first time. Whew, there's a lot to catch up on! Man, those controls took me awhile to get used to. I'm so used to the space bar for jumping with computer games that whenever I was trying to get on top of something I ended up pausing the game, then unpausing and proceeding to die. It didn't help that I had right-clicked the moment before, so a bunch of space troopers were surrounding me. When you walk off a screen, do you just go to the other side of the same screen, or is there actually a new set of objects from one screen to the next? I was getting so totally lost (and I STILL could not find Sub-C, but found all the weapons.) In one instance, I went from the starting screen to the left off to the "next screen," and after a little walking, everything went totally grey (the whole screen, nothing showing up). I wasn't too far from the one side, so I just held right for a time and ended up back on the original screen, with everything appearing again. Twas strange. Would it be possible, just for convenience sake, down the line, to have the option for the game to be in a box on the screen, instead of taking up the whole screen? Another issue I was having was with perspective, so I couldn't quite tell with some of the structures what level I was on and/or how I'd jump from one to the next (the Super Nova setup in particular), partly related possibly to everything being stretched with it taking up my whole screen. Otherwise, everything seemed to be fine, the mechanics work as they should, the response time is great, and the sound effects are spot on. What do you mean by "game to be in a box on the screen, instead of taking up the whole screen? As in, the game doesn't take up the whole computer screen, it's in a smaller box that one could still see their desktop partly while playing the game (equivalent to if I had it totally maximized then hit restore down on the toolbar), or be able minimize/maximize or whatever. This is one of those "for convenience sake" things, but I dunno too much about the editing software you're using, so I dunno if it gives you the option to do that. I just know that most games I've played have a "full-screen" option, which is what yours currently is, and something like a "half-screen" option, which is there to allow you to play the game how it looks the best to you. Most games just don't look right (and I think play right) when they're widescreen on my PC. Of course, I'm probably in the minority in that, so I don't think it should be priority one, but something to consider down to line when you're looking at how to make it more playable for people with different setups...
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CKY2K
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Post by CKY2K on Nov 22, 2010 2:35:15 GMT -5
F4 takes off full screen and F11 resizes the window proportionately by multiples of x1 x2 and x3.
Also I updated the ZIP file one more time. the overworld is half the size and I did some graphic updates on the trees and doors.
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CKY2K
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Post by CKY2K on Nov 23, 2010 23:31:04 GMT -5
I'm making C-Island
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CKY2K
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Post by CKY2K on Dec 5, 2010 10:12:32 GMT -5
I am still working on my game. I finally went to work on the actual game then having test levels. There's still possibilities that they might not stay the same or dramatically change in the future of the progress, but so far I'm working on a beginning plot. I'm going to need your guys' help. Mike is back in Seattle right? Well I have no clue about Seattle, but I want to make a fictional version that's very much like Seattle but bent at least to the games favor. It will probably be a famous part of Seattle and then a suburban place built around it, with more fictional geography outwards from it. It's going to be very hard but it's what's going to happen. So far you start in your house (still working on it) and I guess I'll have to design parents, maybe siblings. Uncle J calls you up to help him out with new artifacts that he found, and his assistant Baboo couldn't make it so you go to his laboratory in Seattle to assist him which is best done through a shortcut via a cave passage, but the passage has been locked and the person who has the key is some wild angry guy named Chad who's hanging out at an abandoned building full of traps and harmful creatures. This will be the beginning dungeon but not a real main dungeon. You go get the key from the place, and once you do you go to the cave to go to Dr J's place. His Laboratory/house is fairly big but he's the only one there. It's basically the same place you saw him in ZR's intro chapter. That's all I have so far. I'm kind of having trouble thinking up stuff for the game, but progress has been really good. You can now talk to people, and there's cut-scenes like in the original games now. I'm going to try to make the game be like both previous original games, but at the same time be very expansive compared to the other games. Like I said, I want to make it so you can travel in space later on in the game, and I've already scripted a flying ship that works great. Making the game this big is going to take some time and large planning. If any of you want to contribute, that would be nice. I'll credit you. This is for not only myself but for you guys. As much as I want this game to be recognized, I decided to go with making an ST fan game because It's pretty much my favorite game of all time, and if Nintendo isn't going to make another then I guess I will. This is our vision and our game.
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CKY2K
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Post by CKY2K on Jan 22, 2011 21:20:53 GMT -5
I've been working on my game again, and I got some really cool boss ideas that have been made up.
I already made 1 of them.
That one is a giant bat creature swooping in at you, and at low health, stays in the air and shoots fire. None of your weapons will work on the boss, but there is a giant ball that you can use with the boxing gloves to hit into the air, which will hurt the boss.
Once the boss starts staying in the air, you'll have to bounce the ball off the wall to hit the boss.
That will probably be a mid-game boss.
Another boss I have in mind, is someone that throws baseballs at you, and you have to have the bat weapon equipped and hit the balls back at him.
That'll probably be like a second dungeon/chapter boss.
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CKY2K
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Post by CKY2K on Jan 23, 2011 20:53:20 GMT -5
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