CKY2K
C-Serpant Slayer
Island Courage
Posts: 233
|
Post by CKY2K on Jan 1, 2012 22:02:40 GMT -5
Thanks. Messing around in the baseball field level:
|
|
Coralcola
Global Moderator
Forget the Hollywood mess. If I was host, I'd have Wheel tape on C-Island. :)
Posts: 1,981
|
Post by Coralcola on Jan 1, 2012 22:44:45 GMT -5
Looks like a Boston Red Sox game in Fenway Park when the Yankees win...
|
|
CKY2K
C-Serpant Slayer
Island Courage
Posts: 233
|
Post by CKY2K on Jan 21, 2012 0:06:06 GMT -5
|
|
CKY2K
C-Serpant Slayer
Island Courage
Posts: 233
|
Post by CKY2K on Jun 15, 2012 0:06:03 GMT -5
Noteful updates (no new downloads)
After debug hell and back. going through solution theories and then putting them into action, the collision physics between the player and platforms/ledges and floating platforms is finally perfected.
I first added the ability to not walk off platforms without jumping, just like the original Zoda's Revenge, but this proved to show problems.
First off, if I go further than the ledge allows me to walk by jumping over, but still am on the platform, I will cling to it, and sometimes I can get stuck.
If you notice in the original game, if you are on the edge of a ledge, you will be pushed away and fall down and land beside it. I successfully recreated this through very frustrating debugging and complicated coding.
In short, the game is even more like the original now, and erros and bugs have been codes out of it.
Another update is that I allowed multiple floating platforms to lay on eachother on the same x/y spot without the player conflicting on which one it needs to refer to in collision detection. The reason why this was a problem is because Game Maker does not have a z coordinate.
In the long run, I am very happy and proud with the results, as my game slowly crawls towards a more acceptable and professional feel of gameplay.
I thank everyone who has supported me over these past few years, and I still am working hard on this project.
|
|
CKY2K
C-Serpant Slayer
Island Courage
Posts: 233
|
Post by CKY2K on Jun 24, 2012 14:02:54 GMT -5
New item: Vitamin X It does pretty much what it did in the original game, which filled your hearts to the max hearts you can have, 22. A catch with game's version of the item is that it fills up to every 11 hearts, example: if you have max 6 hearts, it'll overflow to 11 hearts if you have max 12 hearts, it'll overflow to 22 if you have 24 hearts it'll overflow to 33 So basically if max hearts is 1-11, it'll overflow to 11 if max hearts is 12-22, it'll overflow to 22, and so on in multiples of 11. A new feature has been installed and is a WIP in the game: ST1 mode! In this mode, you play in the same style as StarTropics 1, in a grid pattern with pretty much all the same movements as ST1. An addition to the original movement engine is that you can move in a direction in the air by pressing that direction before or while you trigger your jump. This allows you to climb platforms and ledges, something you couldn't do in the original, a hybrid of ST1 and ZR if you may! The purpose of this mode is possibly to have an enemy/boss attack make you change into this mode temporarily, which would be dubbed "Retro Syndrome" and explained "Retro Syndrome: Makes your battle style juvenile, reminiscent of your early adventuring days." Another thing is possibly an ST1 mode of the game after you complete it for the first time, or maybe using this in dungeon puzzles by intentionally using this form.
|
|
CKY2K
C-Serpant Slayer
Island Courage
Posts: 233
|
Post by CKY2K on Jul 1, 2012 4:53:48 GMT -5
I accidentally mixed 2 different palettes of the NES color spectrum, and since I wanted it to look a little more professional I decided to choose which palette I wanted to use and weed out sprites/tiles from the other. Pretty much every single tile and sprite used the old pallete so I basically had to go back and recolor EVERYTHING, and there's at least thousands of images in my game, so it took all day. I hope you like the results. I think it makes it look a little more accurate and lively.
|
|
CKY2K
C-Serpant Slayer
Island Courage
Posts: 233
|
Post by CKY2K on Jul 18, 2012 13:20:04 GMT -5
Besides from the obvious intentional tweaks, the StarTropics 1 movement is SPOT, ON. Trust me. I've got every single nuance of the movement covered.
I'll let you guys demo it later on.
|
|
zocom7
Coralcolian Villager
Posts: 19
|
Post by zocom7 on Dec 6, 2012 16:23:17 GMT -5
Update for this awesome fan mod?
|
|
CKY2K
C-Serpant Slayer
Island Courage
Posts: 233
|
Post by CKY2K on Dec 8, 2012 1:44:40 GMT -5
Update for this awesome fan mod? Project is on halt for now. Been busy and don't have any ideas for further it for now. ST1 mode is very solid, though. Imagine Zoda's Revenge being designed more like StarTropics 1 in gameplay, but you still had the third dimensional platforming aspect. It's basically exactly the same movement except with the exception of being able to jump in a direction without pressing against an edge.
|
|
CKY2K
C-Serpant Slayer
Island Courage
Posts: 233
|
Post by CKY2K on Dec 31, 2012 3:49:38 GMT -5
I thought up a really cool technique to show objects hidden behind platforms. I added it as an additional option.
Basically, all sprites behind platforms or objects flicker every other frame to create a transparency effect with the blur of the monitor.
This now will get rid of the annoyance of enemies hiding behind walls/platforms.
|
|
CKY2K
C-Serpant Slayer
Island Courage
Posts: 233
|
Post by CKY2K on Jan 9, 2013 14:21:33 GMT -5
I changed up dungeon 1 a bit to be more of an actual level, instead of filler. It's more difficult, but it's not hard. Just thought rooms were too empty and wide, and that you could just run past most enemies anyways.
|
|
CKY2K
C-Serpant Slayer
Island Courage
Posts: 233
|
Post by CKY2K on Jun 15, 2013 5:13:26 GMT -5
Rewriting movement code. I'm rewriting it to allow uneven speeds of movement (original was 2 pixels per frame, which is a bit fast)
I couldn't just do uneven speeds naturally in game maker, because it had problems with collision detection.
So far so good, but hazards are being a real pain right now, though I finally just got done with a hopeful fix to it.
new movement is 1.6 pixels per frame.
|
|
CKY2K
C-Serpant Slayer
Island Courage
Posts: 233
|
Post by CKY2K on Jun 15, 2013 7:18:20 GMT -5
Can't seem to find a work around the hazard tiles. It's driving me insane. I give up for now. I either have to find another technique to resolve it, rewrite the movement engine some more, or drop it and go back to 2 pixels per frame.
|
|
gellin
Administrator
startropics.com
Posts: 560
|
Post by gellin on Jun 15, 2013 11:15:00 GMT -5
Are you doing something to limit the fps in your game? If not, and you are doing pixels per frame, if my computers gets more fps than yours, then Mike will move much faster for me.
You could investigate a solution like Mike being able to so many pixels per second. This would allow any computers regardless of how fast they are to move at the same rate.
|
|
CKY2K
C-Serpant Slayer
Island Courage
Posts: 233
|
Post by CKY2K on Jun 15, 2013 13:54:50 GMT -5
The game runs at 60 FPS. Each movement value is 1.60, so whenever the code moves Mike from holding down a direction, he goes 1.60 pixels in that direction.
Collision is awkward with my engine if it has decimals, so I made it basically pretend to always be rounded/floored to the lower whole number.
Everything works 100% except pits/water/hazards, because for some reason, it allows you to move onto the pit despite it checking that there's a pit in that direction.
instance_position is extremely precise, and for some reason it just wont read the values correctly to prevent you from falling in a pit.
|
|