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Topic:   Retro games   (Read 347998 times)


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Connors


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Re: Retro games
« Reply #285 on: February 09, 2012, 12:20:38 PM »
Gan, the speed of the whole game can easily be changed, but I'd MUCH RATHER be able to change individual numbers for how fast you walk, or how much damage things do! His speed was definitely hard-coded as "1". Also we can now have the boots that upgrade your speed.
 As for the corners, make the player's collision box is just a bit smaller, so you can aim at the center of a doorway and more easily enter. Beyond that a skilled player can get better at avoiding getting stuck.
Warning: The above post may have been modified multiple times.

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Gan


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Re: Retro games
« Reply #286 on: February 09, 2012, 12:46:08 PM »
Nah, that was moveX and moveY.
Look in the Run(moveX,moveY) function:
Code: [Select]
if moveX = 1 Then this.direction = "right"
if moveX = -1 Then this.direction = "left"
if moveY = 1 Then this.direction = "down"
if moveY = -1 Then this.direction = "up"

if moveY = 1 and moveX = 1 Then this.direction = "rightdown"
if moveY = -1 and moveX = 1 Then this.direction = "rightup"
if moveY = 1 and moveX = -1 Then this.direction = "leftdown"
if moveY = -1 and moveX = -1 Then this.direction = "leftup"

//Get the player's approximate new tile
var newX = (this.x + moveX*this.speed)
var newY = (this.y + moveY*this.speed)
var tileX = Round(newX/44)
var tileY = Round(newY/44)
Look at the first part, moveX and moveY define the direction. Then the character's speed is factored into newX and newY.

Anywho, fixed that loading bug. Also made it so zombies don't stack:
http://gamemakersgarage.com/html5/HTML5-ShareGame.php?gameID=156


Edit: I'd love to make the collision boxes smaller but then the characters would be look funny cause they'd be able to walk too far into the wall.
« Last Edit: February 09, 2012, 02:53:24 PM by Gan »

Circuit


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Re: Retro games
« Reply #287 on: February 09, 2012, 03:08:50 PM »
The movement speed is a bit off.  The player moves slightly faster when moving diagonally than he does when moving horizontally or vertically.  I see that you determine the direction of movement by setting moveX and moveY to 1, -1 or 0.  If a character is pushed by 1 in both XY directions (multiplied by the speed variable), then he's actually traveling a distance of 1.41421356 (the square root of 2) instead of 1.  To fix this, you should add code that changes the moveX and moveY values to 0.707106781 (the square root of 1/2) when the movement is diagonal.  That number squared and multiplied by 2 equals 1.
« Last Edit: February 09, 2012, 03:58:50 PM by Circuit »

Connors


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Re: Retro games
« Reply #288 on: February 09, 2012, 03:15:06 PM »
GAN! I changed it to allow movex and movey to equal speed, which can then be CHANGED when you want! Otherwise the speed is always 1. Always. If I made it anything else he wouldn't rotate. I just made a slight change to allow you to change the speed. I altered it so you can make the speed something besides one. YOUR CODE ONLY ALLOWS THE MOVEX AND MOVEY TO BE 1 UNLESS YOU CHANGE EVERY INSTANCE OF THE NUMBER 1.
Warning: The above post may have been modified multiple times.

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Gan


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Re: Retro games
« Reply #289 on: February 09, 2012, 03:16:56 PM »
I think there's a miscommunication.

MoveX and MoveY isn't the speed. It's the direction. MoveX and MoveY should only be 0, 1 or -1. The speed gets multipled by the moveX and moveY in the Run function.

Unless you're using MoveX and MoveY as a temporary speed modifier. By making it a different number you can dynamically cause the player to speed or slow rather than changing the player.speed values. So I suppose your method would be perfect for a temporary speed boost power item.

Anywho, nice catch Circuit!
« Last Edit: February 09, 2012, 03:22:33 PM by Gan »

Connors


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Re: Retro games
« Reply #290 on: February 09, 2012, 03:28:10 PM »
Okay that's my bad... ::) Speed is 13/5 for whatever reason.
And it's looking good. I'd make collision distance in general a bit smaller whether they become circles or not since zombies now have a problem with not letting each other through doorways. :)
I like how the process went with this project, it was sort of like making a mock-up using Silver Creator. And this shiny new one is already an improvement.
« Last Edit: February 09, 2012, 03:29:55 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

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Re: Retro games
« Reply #291 on: February 09, 2012, 03:29:53 PM »
2 minor things the game needs:
1. A melee weapon, when I run out of ammo, it shouldn't just mean I'm dead.
2. A skip button for the intro lol
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Connors


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Re: Retro games
« Reply #292 on: February 09, 2012, 03:31:57 PM »
I agree, if we can set it up to switch weapons that would be fantastic. But we'll need some different player sprites. And animations are not necessary but they would look so cool...
 I think I made a basic one for a zombie attack.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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http://connorspuzzles.tumblr.com/

Gan


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Re: Retro games
« Reply #293 on: February 09, 2012, 03:35:26 PM »
Okay that's my bad... ::) Speed is 13/5 for whatever reason.
And it's looking good. I'd make collision distance in general a bit smaller whether they become circles or not since zombies now have a problem with not letting each other through doorways. :)
I like how the process went with this project, it was sort of like making a mock-up using Silver Creator. And this shiny new one is already an improvement.
I'll make the collision-wall boxes slightly smaller. And I'll see if I can use circle collision (using Circuit's awesome circle collision demo) for the zombies so they'll be able to get around each other. Especially when trying to fit in door ways.

2 minor things the game needs:
1. A melee weapon, when I run out of ammo, it shouldn't just mean I'm dead.
2. A skip button for the intro lol
1. Completely agree. Like an ax or using hands or something. Beat the snot outta zombies.
2. Just click.

I agree, if we can set it up to switch weapons that would be fantastic. But we'll need some different player sprites. And animations are not necessary but they would look so cool...
 I think I made a basic one for a zombie attack.
Animations would look awesome.

Connors


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Re: Retro games
« Reply #294 on: February 09, 2012, 03:41:38 PM »
I'm thinking if nothing else add an attack animation for zombies and the player's melee attacks. It wouldn't be too hard. And I'm going to modify that same level editor from before to output an array that works with this new version. No need to even port it.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

Gan


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Re: Retro games
« Reply #295 on: February 09, 2012, 10:58:37 PM »
Hey guys, I'm not entirely sure how you guys did the laser beam. If one of you guys could re-make that, that'd be fantastic!

As for zombie movement, I made it so they can move more freely, climb on each other to an extent and squeeze in tight spots better.
Though I noticed the movement isn't that realistic. No matter where in the map, the zombies face towards the player. And sometimes they run into walls just to find the player.
Wouldn't it be better if zombies moved randomly if couldn't see the player? Also wouldn't it be better if they could move around objects intelligently if the player was within sight?

Connors


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Re: Retro games
« Reply #296 on: February 09, 2012, 11:33:30 PM »
Cool, zombies can now actually reach you...
Pathfinding would add a lot to this.
Also varying "sight" distance for different zombie types, and varying intelligence in pathfinding would be interesting. The ones that are best at finding you shouldn't usually be really fast (because that would suck) but they would still be bad news. We can add some new types that show the different traits.

Gan, didn't you say you could possibly add a save feature?

EDIT: Make the big boss one kill other nearby zombies when we finally get to making that level! And finally, if no one else wants to make some more wall and scenery sprites perhaps I will.
« Last Edit: February 09, 2012, 11:36:01 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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http://connorspuzzles.tumblr.com/

Gan


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Re: Retro games
« Reply #297 on: February 09, 2012, 11:42:41 PM »
Ah yeah, the saving feature is already in:
Code: [Select]
localStorage.mySavedGame = "blablabla"
It'll work with numbers, strings, and even objects! Okay, I don't know about the objects, but maybe!

I'll get started on pathfinding right away.

Gan


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Re: Retro games
« Reply #298 on: February 11, 2012, 12:03:03 PM »
What we need are awesome cutscenes, great upgrades, and funny dialog.

I've played tower defense games before. Dull. You just create objects to kill moving objects. No real purpose.
Then yesterday I played a tower defense game. Wasn't expecting much. I was blown away. It started immediately with the story, giving background info. Then it launched into a cutscene. It never revealed the full story, only bits so you had to piece it together. Then game the gameplay, it matched the storyline perfectly and you fought creatures. Then came the upgrades which were brilliantly done and thought through. Then came more storyline and hilarious dialog, and more characters, and an in-depth plot.
This game made you have an emotional attachment. That there was purpose more than just shooting moving creatures.

That's what this game needs.

Gan


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Re: Retro games
« Reply #299 on: February 11, 2012, 12:12:21 PM »
First we need to create a reason for why people are zombies.
Then we need to shroud it in mystery.
Then we need to make a bad guy. And shroud him in mystery
Then we need to make characters. Give them personality.
Then we need to create the player's purpose.

And then we do dialog, add comic relief, make amazing upgrades and make the storyline fit perfectly to the gameplay.

That's when we'll have an A+ game.

Ideas:
Multiple good guys. They move on their own to help or somehow guided.
Installable weapon systems, like the player could have the ability to walk up to a wall and mount an autogun on it.