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Messages - billybob884

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1
News and Announcements / Re: SGDK2 Beta 1 Released
« on: 2007-10-09, 07:29:41 PM »
hah yea don't worry about that small crap, thats just me being lazy  ;)

2
News and Announcements / Re: SGDK2 Beta 1 Released
« on: 2007-09-28, 08:12:22 AM »
One thing I've noticed is that whenever you install a new version of it you need to manually uninstall the previous, it doesn't do it for you. Is there a simple fix for this or am I just being picky? ;)

3
Off-Topic / Re: looking 4 Bulbaboy
« on: 2007-02-02, 11:33:51 PM »
i think i remember the grappling hook he was working on, he had a bunch of vb scripting for it, but i dont think he ever got it working right.

4
General Discussion / Re: functionality of sgdk2
« on: 2007-02-02, 11:32:05 PM »
Invincible and hurt wouldn't necessarily need to be states.  They could be counters that affect the player's color.  That's relatively easy to do with a call to modulate a color channel on the sprite based on a counter value or a sprite parameter value (you can have a rule that, when the "hurt" parameter is 1, toggles another counter between 127 and 0, and sets the alpha channel to match in order to make the player flash translucently).

yes, either flashing transparency, or maybe flashing red. either way, thats exactly what i want for the 'hurt state'. the reason why i think the 'invincible state' will need its own sprite is because i will probably want it to be consistent with the first game, and in the invincible state, you were 'powered up', u ran faster, jumped higher, etc.

5
Help, Errors, FAQ / Re: cannot run included project
« on: 2007-02-02, 10:11:25 PM »
the left shift key

6
General Discussion / Re: functionality of sgdk2
« on: 2007-02-02, 08:08:21 PM »
Yea basically, the only example I can think of off hand is in Mario when you have to jump on the little mushroom guys. I know that someone was able to do something like this in sgdk1, except that you had to have 2 separate sprites right next to each other and a bunch of special functions. It wasn't that hard, it was just annoying to do ;)

Actually, another question (lol, I may as well just ask now). I've actually been brainstorming a little about how I would go about making another game.., and my question is this. How customizable will player sprites be? Because I've been thinking about how I'd like to be able to set it up.

The concept isn't too bad. It would basically be three 'states'; a 'normal' state, a 'hurt' state, and an 'invincible' state. The way I would like to do it is each state would have only a left/right for each 'position', a stading left/right, a walking left/right, a jumping left/right (a rising and falling for facing each way, so 4 total for this one), a crouching left/right, and a crawling left/right. The only catch is each position's tiles would be different in each of the three states.

:) I hope I'm not explaining this too poorly. Like, the normal state would look like all the original animations in my first game, but then the hurt ones would be flashing, and maybe like a color change for the invincible ones, or something. I don't think that I could have done this in sgdk1 because I would have had to have 5 sprites for each state, and there would be a problem with switching to the right state's position. How feasible does something like this sound? Would it be ridiculously hard to implement, or would it be doable?

7
General Discussion / Re: functionality of sgdk2
« on: 2007-02-02, 06:16:04 PM »
how about sprite collisions in sgdk2? like the 2 main things i can think of is, say for example, you have an enemy with spikes on the top of it, and you only want it to hurt you if you touch the spikes on top. will you be able to do something like that? or again where it may be even a little more complex, like having a pillar slamming up and down from the ceiling, you want it to kill you if it comes down on you, but not if you run into the side.

8
Off-Topic / Re: looking 4 Bulbaboy
« on: 2007-02-01, 11:19:15 PM »
he hasent been on since last august, so i wouldnt hold my breath..

9
General Discussion / Re: functionality of sgdk2
« on: 2007-01-31, 05:35:10 PM »
oh, well that doesnt sound too bad. im sure its just like anything else that'll take a little practice and maybe a tutorial to get used to. just at first seeing all the code u had written in the scripting folder got me a bit jittery ;)

10
General Discussion / Re: functionality of sgdk2
« on: 2007-01-30, 11:02:26 PM »
Ok, another question. i've poked around your demo a little, though not enough to say i have any semblance of a good understanding of it, so with that in mind, how heavily based upon actual scripting are games made with this engine going to be? because what ive realized i liked most about sgdk1 was that you really didnt have to have any programing knowledge to be able to make a game; once you understood the basic format of the special functions and tile interactions, you were good to go unless you wanted something complex.

as im sure you (or durnurd) remembers, i have virtually no scripting knowledge, so you can probably understand my concern. for example, you stated in a previous post (in this thread?) that not even the arrow keys are hard coded in. heh, i guess with the recent thought ive been giving to making a sequel, i'm just getting a little jumpy as to how complicated this may be.

11
Help, Errors, FAQ / Re: cannot run included project
« on: 2007-01-30, 08:35:32 AM »
hmm, no i think its good that they can overlap, but i can see situations in games where both overlapping and collisions would be nice. speaking of which, will collisions between sprites be better in sgdk2? i mean in terms of solidity, because i remember this being a little messy in 1.0, where sometimes you would partly go through a sprite defined as one u should bounce off of, and the two would move together for a while before separating.

12
General Discussion / functionality of sgdk2
« on: 2007-01-29, 07:19:56 PM »
Hey, i actually had a few questions as to what's in-store in terms of features for sgdk2.

the biggest question on my mind is this, will there be a way to make the player "hug" the ground (slopes) without having to pump up the gravity? like one of the most annoying things (for me, at least) in sgdk1 was that when u were walking down hill, u really couldn't jump, u had to stop walking before you could do so. i was hoping there would be some support for this in 2.0

another, albeit less important, question is, in sgdk you could make falling platforms, but if i remember right, it was tedious, and you had to setup the paths for each individual tile that would fall. will there be an easier way to do this and similarly repetitive things?

13
Help, Errors, FAQ / Re: cannot run included project
« on: 2007-01-29, 03:16:50 PM »
heh, if you mean my own game, maybe someday. i had always thought about making a sequel to chameleon man, im just not sure i have the drive to undertake such a project right now, especially with the development engine still in alpha ;).
as far as the demo goes, im glad its working, i explored it a little, and only have 2 real comments; one, i noticed that you have to actually hit the jump button to make the spring launch you, im not sure if this was the original intent, or if you juts didnt worry about it since this is more of a 'proof of concept' project; and 2, in the 2 player example, player 2 is drawn over player 1 in both views, there should be a way to make player 1 be on top in view 1, and player 2 be on top in view 2. just my 2 cents (or if any of you have heard about the verizon math problem, $0.02)  :)

14
Help, Errors, FAQ / Re: cannot run included project
« on: 2007-01-29, 09:39:47 AM »
oo! it all works now! both the run project and the map editor! the only thing i cant figure out is how to jump in the test game ;)

15
General Discussion / Re: Anyone seeing forum errors
« on: 2007-01-28, 07:11:44 PM »
nope, everything has been pretty smooth sailing

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