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Dragon

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Everything posted by Dragon

  1. Lol, I can't stop watching that video! Platform Movement galore! Though the engine itself seems sloppy and unpolished, it will probably provide some fun-factor for the kids. "Mommy, I was playing this Leapfrog game and Sonic's crawling all over the walls and ceilings! It's like that exorcist movie! You hold down the jump button and he sticks to whatever he touches! D="
  2. Why work on a side project at all? All they do it take up time and resources that you could put into the original game. Now you have a new story to work with, tons of new levels (and personally I find level design the most difficult part of it all) to design, and even more engine work for your teams. I understand that working on one project for so long can get a little boring as motivation begins to go down, but I really don't think a side project is going to help.. About the game though, not much to say. It doesn't look bad at all, but I feel like I've seen this several times before. I suppose it just doesn't look like there's much separating your game from the others.
  3. The enemies are kind of lame. They just stand there... At the very least, I'd make them move back and fourth.
  4. Holy- A Triple Post?! My god kid, use the Edit Button next time instead of posting a new reply every time you have something else to add. But I might as well say this now, you should show some proof of your game such as a screenshot or a trailer. Because right now it's all, "I'm making a game and I'm going to have [stuff goes in here]!"
  5. Looks like Sonic sells himself out in your game even more than he does in real life. XD
  6. I took you're advise and changed around the code. Still didn't seem to work. Cursing MMF2, I try one last thing. (Bullet) collides with (Headshot Sensor) +Id of (Headshot Sensor) == ID of (AI) +(Headshot Sensor) is overlapping (AI) *Subtract 5 from AI Health --- Surprisingly it actually works. I've tested it multiple times and I guess the problem is finally solved. All that's left to do now is maybe make the AI more interesting and polish things up a bit (ex. adding a death animation when the AI is killed instead of just removing them form the playfield). Thanks for the help, rep'd.
  7. Okay, the AI seems to work for the most part. Enemies stop and shoot at you when spotted, and if that's not the case they patrol their marked areas. A shame how I'm having so much trouble with such simple AI. >_> I've created a debug spawning button which allows me to create a bunch of AI on the playfield to make sure everything is working correctly. They spawn without problems (sensors and the like are attached correctly), and when each AI is destroyed, its sensors are destroyed with it. Now only one visible problems remains. Each bot has a sensor attached, and when you shoot at this sensor, it's supposed to subtract more health to the AI its attached to than if you were to shoot it anywhere else. When I shoot the sensor, it subtracts health from all the AI, which I don't really get why it's doing this. //This is used to try and keep the sensors and AI's "health" together as one. ID of (AI) == ID of (Ground Sensor) * Set health of (Ground Sensor) to health of (AI) ID of (AI) == ID of (Gun) * Set health of (Gun) to health of (AI) ID of (AI) == ID of (Headshot Sensor) * Set health of (Headshot Sensor) to health of (AI) //This is the headshot detection code, which apparently isn't working. (Bullet) collides with (Headshot Sensor) Id of (AI) == ID of (Headshot Sensor) * Subtract 5 from health of (AI) //Removing dead AI and their sensors Health of (AI) <= 0 *Destroy AI Health of (Ground Sensor) <= 0 *Destroy (Ground Sensor) -Pretty much just repeat the above for all other sensor objects-
  8. Copy and Paste from MMF2 Help: Spread value This action is quite powerful and allows you to spread numbers in an alterable value of multiple instances of an object. Imagine you have 10 instances of an object called "Ball". If you spread a value in Alterable Value A of the Ball object, starting at 1, the first object will have the value 1, the second the value 2, the third 3 etc. up to 10. --- Anyways, I've managed to fix the AI problems I was having. Had to pretty much remove almost everything I had on there besides gravity and start over.
  9. Might as well reply to this than make my own topic. I'm attempting something I've never done before: Platformer AI which uses sensors. So far, things seem to be working smoothly in terms of gravity and giving each AI it's own sensor objects. It starts off like this: Always *Start loop "AI", number(AI-Mask) times Start of Level *Spread Value 0 into alterable value A of: AI, AI-Mask, AI-Floor Sensor, AI-Gun On loop "AI" + Alterable Value A of (AI-Mask) is == LoopIndex("AI") * Set sensor positions relative to the AI-Mask object. [/CODE] In-game, each AI ( and its sensors) has it's own unique value assigned to it. and those sensors and AI are paired together based on their values. This all looks like it's working, and when I add gravity, it appears to be working as well. However, things started getting complicated, and now everything is a total mess. The AI just walk back and fourth, patrolling an area marked by marker objects. When you get near, I wanted them to be able to do one of these two options: 1) Stop their movement, AI-Gun object faces at the player and they fire occasionally, or 2) Look in the players direction, AI-Gun is set to look at player, and they follow you while shooting as long as you are in their view distance (which too is a sensor assigned to the AI's). When I try to add attacking, things start messing up, and when one AI sees you, they all do. At this point they all act as one, and I've spent hours going over it and making changes, but so far it looks like nothing I do fixes the issue. I guess to simply this all up, I'll write down roughly what I'm trying to accomplish. AI patrols area if player not spotted. Walk back and fourth until they collide with a marker object which makes them turn the other direction. Simple. When the player enters the AI's "view distance" object, it and it [i]alone[/i] will react to you and fire, while the other AI remains patrolling as he is unaware of your being (currently, one sees you, they all do). [CODE] //I'm trying to make it do this If player is overlapping AI-view +if AI-view and AI-Mask are both assigned to each other. *Make the mask assigned to above view object change it's A String to "attack mode" and act accordingly.[/CODE] I've made AI before, but never anything this complicated. I've done some searching and could not find any tutorials or examples which can help me along with this. If it were only 1 AI, this wouldn't be a problem, but there will be many in the level which is making this a giant pain. Does anybody here think they can give me a hand, tell my my errors, or point me in the right direction here? EDIT: If anyone is wondering, no movement extensions are being used. I'm trying to make each AI have it's own Static Movement.
  10. First the Metal Slug zombie things, and now Space Pirates? Blarg, that's a whole lot of mixing you've got there. Also, those are Super Metroid Pirates, you don't want to mix 16 bit graphics with 32 bitness. I know it's an early demo, but I might as well point out that the Pirates still have the zombie-mushroom death animation, and you should have them do something besides just sit there and breath.
  11. So... You going to add guns and vehicles to this game?
  12. Before I play, does Shadow cry about Maria all the time and are those damn black aliens back again?
  13. I assume since there will only be one gun my assistance will not be needed at all?
  14. I like the game idea, this looks nice so far. Also, I may be able to help you with the game after the testing is all over and dealt with. I too am creating a shooter, and may be able to provide some assistance. Perhaps I can PM you a build of the engine so you can see some of my platformer/ shooter experience. EDIT: things you may be interested in which I might be able to help with- *Ammo system, including 2 ammunition counters. one hold the amount of ammo left in your gun magazine, the other for total remaining ammo. This allows for a more modern shooter experience, IMO. *Deals with above, but weapon reloading! It can add more to the game atmosphere when a Dino is running at you and you're backing up trying to reload your weapon and pump some lead in it's face. *Weapon sprites. Well honestly, I haven't done many sprite works in quite some time, but the game engine I have can show you some of my works.
  15. Hmm, unfortunately having a girlfriend doesn't solve anything. He'd steal her innocence and rob her of virginity. Then afterward, he'd steal her cloths and wear them as the cops chase him down. Wouldn't end well at all I would think. On-Topic: Graphics look nice Chaos, is that a Super Man sigh?
  16. I can only run Crysis on medium, and many features such as motion blur are turned off to up the FPS. Other games like Bioshock run fine on my system with all settings on max, so overall I'd probably prefer something using the Unreal or Source engines..
  17. Real0505, I have but one question for you... Are you a Mac user? You really look like one of 'em Mac Folk.
  18. Looks kind of weird because there is no border between the purple and grey blocks. It just doesn't look right to me. Others may say different though.
  19. Screen split down the middle would probably work better IMO.
  20. I had the volume up on my sorround sound... Now, after wathing your videos... MY EARS ARE BLEEDING! Seriously, what's up with the music? If it wasnt playing correctly, you could have atleast removed it from the game. Good luck though.
  21. Thanks for the comments everyone. Have some more updates on the game. Fully functional doors and room transitions have been added. We are currently programing in enemy AI, i'll try posting some screens later.
  22. Screenshots seem out of place. The tiles are extreamely bright, yet it's night time? they don't go together at all. *puts shades on to avoid damaging eyes*
  23. Nice video p3dro. The only thing that slightly worries me is the teleportation power. It's a nice feature, but if it's constantly forced into the levels, it could really slow the flow of the game itself.
  24. The game takes place on the BSL Research Station, but on a separate portion of it known as "The Core". You are conducting a simultaneous investigative mission along with Samus, but her progress is purposely being limited and controlled as much as possible. In the game, you will revisit familiar areas such as PYR and SRX, but many new areas will be available as well.
  25. It would be wrong to say I'm 'new' to these boards, but most of the time I'm lurking around, keeping an eye on the great fangames being developed here. I am a MMF2 user, and most of my experience revolves around Metroid Fangaming. So I figured I'd post my latest Fangame Project- "Corrupt: Assault." This Metroid themed shooter puts you in control of a Galactic Federation Trooper sent to a space colony (Biologic space Labs) to investigate the spread of a mysterious parasite known as the "X". The game includes these following features: *Scan Mode- allows you to collect data on objects such as weapons and enemies. *Several Different weapons available at your disposal. *Suit Upgrades which allow you to navigate to previously uninhabitable areas. -Story / Gameplay- More to be revealed soon. In the meantime, here are some screens of the introduction sequence. Title Screen. Flying toward the BSL Research Station. Landing. Docking Bay (beta) Many things are planned to change, but this is how the game currently looks. --- -Gameplay- Corrupt: Assault takes place in the Metroid Universe, so the game will be based around exploration. In addition to this, the game will lean heavily toward battle scenes and fire fights, so expect lots of shooting and action packed areas to explore. although there are not any demos out of Corrupt: Assault, there are engine tests available as the "Project: Dread" series. Project: Dread is a survival mini-game built upon the Corrupt Engine. I've always thought physics demos to be incredibly boring, so I added in AI, detailed maps, and lots of spawning enemies, to give you a feel of how the full game might play out. The latest demo out is "Project Dread 3", and though it shows off the game engine, it's out-dated, and just about every bug or error has since been corrected. Also, I've put up a high scores table for Dread 3 if anyone is interested in sharing their scores with everyone. *Screens- *Downloads- Project Dread 3 Demo -=Project Dread 3 high Scores Table=- 1. 2. 3. 4. 5. ----------------------------------- I will try to keep you guys updated with new updates for the game, bug fixes, trailers / videos, and release finished game music tracks. Though I've stated just about every error we've discovered has been fixed, please post any comments you have regarding the project!
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