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Messages - gwal

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1
Projects / Re: Ridiculosity - A Game That is Utterly Ridiculous
« on: 2008-04-28, 08:09:14 AM »
Update:
The majority of the game is original content, with a few exceptions of 'Guest Characters' who are in there for one reason or another. This screenshot is from the second area.

2
Projects / Re: Ridiculosity - A Game That is Utterly Ridiculous
« on: 2008-04-01, 10:03:59 AM »
At first the spikes were tiles, but then i made the switch to sprites to improve collision detection. As shown by the screenshot above, collision detection is VERY important. Also, making spikes as sprites opens up a lot more options for what they can do.

A funny thing about this game is that it takes me more time to test out a section to see if it's actually possible to complete, than to build the section itself.  8)

RIDICULOSITY CONCEPT #14: Like any good adventure, this game is a Musical Adventure! Expect to run into various familiar and unfamiliar musicians and artists through your journey. Of course, they probably aren't interested in being your friend...

3
Projects / Re: Ridiculosity - A Game That is Utterly Ridiculous
« on: 2008-04-01, 12:21:04 AM »
Level 2: The Castle. As you can see, there are many spikes.

4
Help, Errors, FAQ / Re: Saving Game
« on: 2008-03-25, 10:07:55 PM »
I tried method #2 and it worked. Thanks a lot! After I finish working on the first boss maybe I'll put out a demo of what I have so far.

5
Help, Errors, FAQ / Re: Saving Game
« on: 2008-03-24, 12:27:13 PM »
Alright. I'll submit it to the support page.
When testing, remember that Button 1(Ctrl) = Sprint
Also, how do you display a message on the screen?

6
Help, Errors, FAQ / Re: Saving Game
« on: 2008-03-24, 10:57:51 AM »
No, the only counters I have right now are for basic inventory stuff (like "CastleKey" or whatnot). I took out both the 'includes' for now so I can load the game while playing it, but I still can't load a game from the title screen. The 'spikes' sprites have four states - Left, Right, Up, Down, that I would select when adding them inside the map editor.

7
Help, Errors, FAQ / Re: Saving Game
« on: 2008-03-22, 06:50:18 PM »
UPDATE: I added the "Include Counters' and "include Current Map" rules to the saving function. Now when I can load a game, but it just restarts the map that i had last saved on.

8
Projects / Re: Ridiculosity - A Game That is Utterly Ridiculous
« on: 2008-03-22, 01:22:22 PM »
The First Level: Our hero awakens in a forest. He must find a sword in order to destroy the invisible barriers blocking him from going to the castle... where there is evil.

9
Help, Errors, FAQ / Re: Saving Game
« on: 2008-03-22, 01:10:54 PM »
Code: [Select]
A Fatal error occured initializing or running the game:
System.NullReferenceException: Object reference not set to an instance of an object.
  at Sprites.Spikes.get_Item(Int32 state)
  at SpriteBase.GetBounds()
  at LayerBase.IsSpriteVisible(SpriteBase sprite)
  at LayerBase.InjectSprites()
  at StartForest_Map.Draw()
  at MapBase.DrawAllViews()
  atGameForm.Run()
  at Project.Main()

Which to me seems like it's unable to load anything.

10
Help, Errors, FAQ / Saving Game
« on: 2008-03-21, 04:13:24 PM »
I'm trying to figure out how to get save games working properly, but I can't get it to work.
The save and load functions are activated when clicking on a specific sprite; here are the rules I am using:
Code: [Select]
Saving:
 If Clicked On
   If On the Title Screen{
      Switch to 'First Level' map
      Set 'CurrentSave' Counter to 1
      Save Game to 'CurrentSave' Slot, InMemory = False (because that should save it to a file?)
   }
   Else (not on the starting Map)
      Save Game to 'CurrentSave' Slot, InMemory = False
End

Code: [Select]
Loading from Title Screen:
If Clicked On
  Set 'CurrentSave' Counter to 1
  LoadGame 'CurrentSave' Slot, InMemory = False
 
Code: [Select]
'Quickload' In Game:
If Clicked On
  LoadGame 'CurrentSave' Slot, InMemory = False

Using the 'Quickload' works fine inside the game. However, if I turn off the game, start it up and try to load a saved game, it crashes with a bunch of errors.

11
Projects / Re: Ridiculosity - A Game That is Utterly Ridiculous
« on: 2008-03-16, 10:12:21 PM »
Yeah, I've played 'N'. That one is pretty challenging too.

Ridiculosity Concept #7:
There will be sheep. Touching sheep will result in imminent death. Sheep can attack from anywhere and at anytime. Obviously, the player has done something great and horrible to all of sheepkind before the main events of the game.

12
Projects / Re: Ridiculosity - A Game That is Utterly Ridiculous
« on: 2008-03-10, 10:08:57 PM »
Further inspiration:
http://kayin.pyoko.org/iwbtg/
This is the hardest game I have ever played.

13
Projects / Re: Ridiculosity - A Game That is Utterly Ridiculous
« on: 2008-02-20, 06:32:17 PM »
It's not part of the regular Mario World, its a ROM hack that people play with a SNES emulator. It's almost painful to watch a 'normal' person playing SM Intrigue, because the difficulty level is so high. I'm not planning on making my game THAT difficult, but after the player has learned how to play it the levels are going to get pretty hard.

14
Projects / Re: Ridiculosity - A Game That is Utterly Ridiculous
« on: 2008-02-19, 07:47:26 PM »
I was inspired to do the whole 'insane difficulty' thing after watching my friend play the game 'Super Mario Intrigue':
http://www.youtube.com/watch?v=Lb2pmtLbK2I

15
Projects / Ridiculosity - A Game That is Utterly Ridiculous
« on: 2008-02-17, 09:13:00 PM »
I think the title says it all - I've started working a new game (for the first time in a year?). Anyways, the game is going to a fighting game in the style of Super Smash Bros, along with single-player sidescrolling levels. Be warned, the scrolling levels are going to be completely random in their structure, and may be incredibly difficult. The other 'ridiculous' factor in this game will be its characters. Screenshots + more info coming soon.

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