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Messages - utkwes

Pages: [1]
1
Help/FAQ / Re: Mario Battle: the remake, is it possible?
« on: 2006-04-17, 10:28:55 AM »
Can someone link me to this mario demo?  I can't find it.
Thanks,
wes

2
Help/FAQ / Re: Tile Clipping and Hazard Deaths
« on: 2006-04-17, 10:00:25 AM »
Quote
If a player touches two tiles at once, it checks in a circle from the top-left going clockwise.  So if a player fell into a crevice and touches two blocks at once, the one on the right would be activated first.  Then the one on the left.

Ok, so that goes back to my question... Would that kill me twice?  Thanks.
-Wes

3
Help/FAQ / Re: Copying Map Information
« on: 2006-04-17, 09:58:47 AM »
Looks very neat-O.  I'm pumped.  ;D

4
Script / Fireball script
« on: 2006-04-15, 01:39:35 PM »
As about everyone knows, lol, fireballs don't follow normal physics:

ie when they are thrown they fall to the nearest ground and then bounce along it as if they are a rubber ball.

Is there a way to implement this "rubber ball" physics in SGDK? I assume it will need a script.  If there is a way to do it without one, I am all ears. 

Thanks!

-Wes

5
Script / Re: WOW Help With Scripting, Please.
« on: 2006-04-15, 01:31:29 PM »
Wow, you guys have a lot of good suggestions and eveything helped me think about things alot.  I understand the feet/body sprite technique, but as for the 'jump' sprite what about contacting the enemy with the body while jumping?  Are you suggesting only creating the two sprites when jumping and having one sprite otherwise, and in that case, what about falling?

I don't really expect answers to those, they're just my random thoughts about how to fix this.  I think my game is coming along swell.  With some of the suggestions I've gotten, I should be able to move right along.  I'm got throwing fireballs haphazardly implemented.

Thanks to Sam for the in-depth help.

As far as the script writing expectations, I didn't think that you guys were gonna write anything for me, I was just looking for suggestions or if you had any sample code or if you could tell me what was wrong with my implementation of scripts in my game.  I have included those three lines in the script as I saw were necessary in another post and they were in the sample code, anyways.0

Thanks again,
Wes

PS eric22222: really? Weird.

6
General Discussion / Suggestion and Unhandled Exception
« on: 2006-04-15, 01:15:50 PM »
Suggestion:
 Allow the windows to be drug out of the main window.  Excellent Example: Adobe Photoshop.  I have two monitors and this seamingly small change is amazingly awesome.

Unhandled Exception simply when making a new Tileset:
Code: [Select]
************** Exception Text **************
System.Resources.MissingManifestResourceException: Could not find any resources appropriate for the specified culture (or the neutral culture) in the given assembly.  Make sure "frmTileEdit.resources" was correctly embedded or linked into assembly "SGDK2IDE".
baseName: frmTileEdit  locationInfo: SGDK2.frmTileEdit  resource file name: frmTileEdit.resources  assembly: SGDK2IDE, Version=1.0.2058.17847, Culture=neutral, PublicKeyToken=null
   at System.Resources.ResourceManager.InternalGetResourceSet(CultureInfo culture, Boolean createIfNotExists, Boolean tryParents)
   at System.Resources.ResourceManager.InternalGetResourceSet(CultureInfo culture, Boolean createIfNotExists, Boolean tryParents)
   at System.Resources.ResourceManager.InternalGetResourceSet(CultureInfo culture, Boolean createIfNotExists, Boolean tryParents)
   at System.Resources.ResourceManager.GetObject(String name, CultureInfo culture)
   at System.Resources.ResourceManager.GetObject(String name)
   at SGDK2.frmTileEdit.InitializeComponent()
   at SGDK2.frmTileEdit..ctor()
   at SGDK2.frmMain.NewObject()
   at SGDK2.frmMain.mnuFileNewObj_Click(Object sender, EventArgs e)
   at SGDK2.frmMain.tbrMain_ButtonClick(Object sender, ToolBarButtonClickEventArgs e)
   at System.Windows.Forms.ToolBar.OnButtonClick(ToolBarButtonClickEventArgs e)
   at System.Windows.Forms.ToolBar.WmReflectCommand(Message& m)
   at System.Windows.Forms.ToolBar.WndProc(Message& m)
   at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
SGDK2IDE
    Assembly Version: 1.0.2058.17847
    Win32 Version: 1.0.2058.17847
    CodeBase: file:///C:/Documents%20and%20Settings/Wes/Desktop/SGDK2/SGDK2IDE.exe
----------------------------------------
System.Drawing
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------
System
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
System.Data
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/assembly/gac/system.data/1.0.5000.0__b77a5c561934e089/system.data.dll
----------------------------------------
System.Xml
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/assembly/gac/system.xml/1.0.5000.0__b77a5c561934e089/system.xml.dll
----------------------------------------
System.Drawing.Design
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/assembly/gac/system.drawing.design/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.design.dll
----------------------------------------

Thanks a lot!
-Wes

7
Help/FAQ / Re: Tile Clipping and Hazard Deaths
« on: 2006-04-15, 01:04:45 PM »
As far as 'initial touch only' what if my sprite happens to touch down on a crevise of two death tiles?  Gar.  Thanks for the help!
-Wes

8
Help/FAQ / Re: Copying Map Information
« on: 2006-04-15, 12:52:07 PM »
Sweet, thanks for all the suggestions.

I'm really excited about the upgrade.  I can only imagine the changes from a 1.x.x version to a 2.0!  Speaking of 2.0... where can I get a beta?  It seems others have it, but I haven't found a download.  Am I blind?

Thanks,
Wes

Edit: I found a download entitled SGDK2 from the old boards: http://gamedev.sf.net/SGDK2.zip we'll see what it looks like.

9
Help/FAQ / Re: Tile Clipping and Hazard Deaths
« on: 2006-04-15, 12:49:18 PM »
blue monk could be very right on this one, my tiles are smaller than my sprite.

'Death' is activated by a sprite collision.  That is for fireball sprites that will be coming out of the lava tiles.
But the death that is activated by the lava tiles is actually in the map tile interaction for map '1.2'  The water and lava tiles are in the 'hazard' tiles.

Another question:
How does the grid work in the map creator?  I assume it starts the current tile size in 0,0 pixel and then creates the grid based on tiling from that corner?  In that case, is there any way to place tiles arbitrarily or specify an offset?  or do I just need to think about the placement and sizes better?

10
Help/FAQ / Tile Clipping and Hazard Deaths
« on: 2006-04-13, 10:16:49 AM »
Garr! I've tried all of my limited knowledge of this program to try and eliminate the clipping I incur when jumping around.

If I jump straight up without moving, all is fine, but if I catch a tile diagonally, up and left or right, then I can 'hack' my way up through it.  It is quite annoying for a jump based game such as mine.  Is there something I am leaving out or not doing right?  Any help would be great.

Also, I have defined a tile interaction that should subtract one life from my player.  Sometimes, it will subtract more than one life (special function: death), other times, it will be fine. Any suggestions?

If you don't know what I am talking about, you can see what I mean for yourself with my game DOWNLOAD: http://utkwes.googlepages.com/downloads

Thanks,
Wes

11
Help/FAQ / Re: Copying Map Information
« on: 2006-04-13, 10:13:15 AM »
Hmmm... That seems a little backward productive... Interesting to say the least.  Is this going to be fixed in SGDK2? 
I would think that a library of animations, etc would be useful instead of limiting them to a level.

12
Help/FAQ / Copying Map Information
« on: 2006-04-12, 11:28:04 PM »
If I make a project with animated tiles, etc, I'll probably want to use them in more than one map.  How do I copy animated tiles, etc to another map.
Per my specific example and delimma:
I'm making a mario game.  I need coins and other animations, tile collisions in every level, but it seems I must redefine EVERYTHING save sprites, am I right or retarded?

My game DOWNLOAD is here: http://utkwes.googlepages.com/downloads

Any suggestions past the answer to my above question are welcome!  I need all the help I can get.  Of course, don't just tell me what, give me an idea or help me with what I need to do.  Thanks a lot!
-Wes

13
Script / WOW Help With Scripting, Please.
« on: 2006-04-12, 11:18:11 PM »
New to the forums and the SDK, I'm Wes, you'll probably see me a lot more...
Now that the formalities are out of the way...

I'm not new to scripting, I'm majoring in CompSci at UT@K but I can't grasp this "VisualBasic" as you call it.. lol
I'm trying to develop a Mario style side scroller for a class of mine and I like to think that I have gotten pretty far, but I definitely have a LONG LONG way to go.
Currently, I've got a fun, working level, but everything is held together by popsicle sticks.
I'm trying to stay away from VBS since I know nothing of it, but it seems inevitable.

I can't get XXXXXX working:
  • Double Jumps (Though not needed now, would be neat later on) (saw the other post, tried to copy/paste, no worky)
  • Shooting (saw the post, copy/paste = no worky)
  • Jump on Head enemies, run into = death/hurt
  • powerUps, downs (currently half-ass implemented with special functions, could use suggestions)
  • life status / game over start over level help (currently sequence of show text, teleport)
  • Other suggestions and spare code are MORE THAN WELCOME!
  • Interaction with non-moving sprites (ie Yoshi in the download, the interaction is sub-par [defined collision, other suggestion?] and you kind of get stuck in him with his message repeating... help?)

I have a DOWNLOAD of my current V0.0001b Game http://utkwes.googlepages.com/downloads
Try just playing it, and you'll see many problems, but still a pretty good first attempt.  The images are obviously grafted from the original game.  My psd's are even included in the DL.

Please feel free to give me suggestions (coding, special function implementation, etc, I figure you've all at least seen if not are in love with mario)
Thank you very much, awesome program Ben,
-Wes

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