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Is it possible to modify the player's location based on a global variable (something like set player x to player x - gb_001, or whatever the globals are called)
Is it possible to get a larger access brush. I was hoping to make a pixel based movement grid, but doing individual pixels of access is going to be a pain.
If both of these are possible, I will be able to make a side scrolling game. If not, they would be nice to have, not just for side scrollers.
------------------ (edit) Also, I got a kernel panic by force quitting the classic version of Coldstone, don't know if anyone's posted this bug yet. I'm running 10.1.2 and 9.2.2 on a G3 233MHz w/ 384 MBs of RAM and a 30GB 7200rpm hard drive. It's been customized so much I wouldn't be surprised if it did some wierd things. (/edit)
(This message has been edited by Catfish_Man (edited 01-25-2002).)
Funny, I just posted my thoughts on side-scrollers in your other posting.
I think what you can do is just set your walking tiles to be like 1-5 pixels wide or so, and that should give the appearence of a side-scroller type game.
The only real problem is getting your character to do anything interesting, like duck or especially, jump. I don't know how you pull that off if you limit the access...
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Originally posted by XxtraLarGe: **Funny, I just posted my thoughts on side-scrollers in your other posting.
**
Yeah, I saw that. The way I was thinking of doing it, was have the part the player stands on be the no access part, then disable the up and down movement buttons (can you do that?). Then I would make a global gravity variable that would move the player downward unless that would move them on to a no access tile. This would allow jumping by having the jump key set gravity to negative temporarily.
Set gravity to negative? Coldstone is meant to be played in an isometric or bird's eye view, not a side-scroller, so gravity is (I think) nonexistant.
------------------ "Fear is the mind-killer. Fear is the little death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past me I will turn to see fear's path. Where the fear has gone there will be nothing. Only I will remain." - Muad'Dib
If you take the time to read my post, you'd notice that I said I would use a global variable for gravity. I'm aware that CS is for top down games, I'm trying to figure out how to twist it to do side scrollers. I'm trying to make a game that's top down outside, and a side scroller inside castles.
Originally posted by Catfish_Man: **If you take the time to read my post, you'd notice that I said I would use a global variable for gravity. I'm aware that CS is for top down games, I'm trying to figure out how to twist it to do side scrollers. I'm trying to make a game that's top down outside, and a side scroller inside castles.
I am a little worried you are going to run afoul of the &&PlayerX;, &&PlayerY; bug. I have a theory, however, that a spline animation appears to the engine to remain in it's original tile, even if the image displayed does not.
So here is the trick; create a jumping animation (as elaborate as you like -- Tifa Lockheart, anyone?). Actually, several animations; straight up and down, or over, or up a level, or down a level. Each of these uses key events with splines to make the player sprite actually move through space.
Next, create map events at the edge of each level change and jumping obstacle that set a global variable. Then, on key press event, play the following actions; test for global, play apropriate animation, change player map position.
This will certainly look good, but it has a major flaw; the game engine cares not for your timing. You might be able to make a test that will trigger the right jump only if you are moving in the right direction (how, I'm not sure). It also requires a fairly lengthly bit of code to identify the map location of the current global set (aka the player's present location), then plug in the apropriate landing position coordinates. My suggestion would be to identify each and every possible non-trivial jump in a map with a single number. Oh; and create another event before the "identify jump" event that resets the global to zero (in case the player backs off). Trivial jumps -- when the global is set to zero -- jump up and down in a vertical line and go no-where.
Phooey. If &&PlayerX; actually worked, you could do this mathematically and make much neater looking code. Not only that, if would make it trivial to create the misjumps where a character misses or falls into a pit or what-have-you.
On a different note, I solved the dead body issue. Use "Launch Item" -- which can be set to the equivalent of &&ActualX;, &&ActualY; via a radio button.
------------------ everywhere else, it's -- "Nomuse"
Apologies. It sounds pretty damn hard to do well, though. Good luck.
Originally posted by Celchu: **Apologies. It sounds pretty damn hard to do well, though. Good luck.
Unfortunately, I would have to agree with you on that. Using the current feature set I can't see any practical way of getting it done (my brother pointed out that by making every pixel on screen it's own object you could theoretically emulate any program ever made, but the performance and amount of effort to make it would be ridiculously bad). If anyone figures out how, I'd like to hear it.