Author Topic: Krillian  (Read 2693 times)

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Offline collechess

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Krillian
« on: October 04, 2011, 06:39:05 pm »
Two things
1.  So I finally got around to updating Axe 1.05, and started cleaning up my calculator, and found these games I made over the last six months.  Some of them you've probably already seen.
1a.Mirror Run-(MIRROR), source-AMIRROR, 2nd is start, Up and down move, Clear quits
1b.Runner(Canabalt clone)-(RUNNER), source-ARUNNERT, 2nd is start, up is jump, down is duck, Clear quits
1c.Falldown-(FALLDOWN), source-AFALLDOW, 2nd is start, Left and right move, Clear quits
1d.Bouncedown-(BOUNCEDN), source-ABOUNCE, 2nd is start, Del is delete highscore, Clear is quit, Left and Right move
1e.Slide-(SLIDE), source- ASLIDE, levels are GDB1-(1)0, 2nd to start, Del to kill yourself, Mode to show instructions, Arrow keys move, Clear quits, and yes I know the levels suck, I didn't really make any, I just kind of randomly placed tiles.

2.  I have decided to make a decent game this time, and to finish it.
The main idea is your this guy, in the future, and you shoot lots of stuff in a topdown perspective.

Here's the epic intro for the not so epic game:

Krillian Intro

   The year is 221.  The age of technology and innovation is long gone.  Humans have regressed into barbarians, abandoning currency, government, art, and science, but keeping the superior weaponry of the past.  Earth is plagued with massive civil wars of all shapes and sizes.  Few retain the intelligence mankind was once known for.  Those few cannot innovate like they used to.  Instead, in order to survive, they must use their sheer intelligence and cunning to prevent further bloodshed.  You are one of the few.  You are Krillian.


So far I have most movement and a little bit of the machine gun done.
Arrow keys move, Clr quits, Numpad shoots.
I'm having some problems though.
A.When you press a lot of shoot buttons it shoots in the opposite direction too.
B.Downleft(1) shooting deosn't work.

I'm attaching a screenshot, the source.zip, and the actual game.


« Last Edit: October 05, 2011, 10:45:18 pm by collechess »

Offline LincolnB

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Re: Krillian + other unrelated small abandoned games
« Reply #1 on: October 04, 2011, 06:58:33 pm »
Hey, the machine gun looks really good. Also, the getkey command gets kind of buggy in Full speed mode, if you're using that. You don't have to Normal speed your whole game, just Normal speed the getkey parts and then full speed the rest.
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Offline collechess

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Re: Krillian + other unrelated small abandoned games
« Reply #2 on: October 04, 2011, 07:03:38 pm »
I'm not using Full. 

Offline Darl181

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Re: Krillian + other unrelated small abandoned games
« Reply #3 on: October 04, 2011, 07:33:27 pm »
What I ended up doing in Essence is you add up the key values that shoot the bullet and if the added value comes to be 1 then shoot in the direction that 1 key points to.
How are you storing the bullets?  For the values to be negative they have to be two-byte values, that or have an offset (as in, instead of storing -32 you'd store 0, then when you add the velocity to the coordinate subtract the offset)
« Last Edit: October 06, 2011, 06:52:17 pm by Darl181 »
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Offline collechess

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Re: Krillian + other unrelated small abandoned games
« Reply #4 on: October 04, 2011, 08:09:48 pm »
What do you mean about the keys?  For the bullets I'm storing them in an array, and I use this code to remove them:
Code: [Select]
If B
For (I,1,B)
{{I*5+L[sub]4[/sub]-1->J}-{J-2}->{J}}
{{I*5+L[sub]4[/sub]-2->K}-{K-2}->{K}}
If {J}>58
sub(RSB,I-1->I)
Elseif {K}>90
sub(RSB,I-1->I)
else
Pt-on({I*5+L[sub]4[/sub]-2->J},{J+1},Pic2)
End
End
End
B is the length of the array, which is (type, xspeed, yspeed, xposition, yposition).
Pic2 is the bullet.  J and K are the temporary Y and X of the current bullet.

Edit: Nevermind, I understand about the offset thing.  That part's fixed now.
« Last Edit: October 04, 2011, 08:14:27 pm by collechess »

Offline collechess

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Re: Krillian + other unrelated small abandoned games
« Reply #5 on: October 05, 2011, 05:58:26 pm »
I changed the player sprite and added a new kind of bullet, which has slower fire rate and is larger.
Arrow keys move, numpad shoots, + switches guns.

Offline collechess

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Re: Krillian
« Reply #6 on: October 05, 2011, 10:48:44 pm »
I added yet another kind of machine gun bullet thing, and started to add enemies, however, as you can see in the screenshot, they are not working.
The screenshot shows the new kind of bullet( the tiny one) as well as the enemy bug.
I'm attaching the source and the game, Arrow keys move, clear exits, numpad shoots, + changes weapons, and 2nd adds enemies. 

Offline collechess

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Re: Krillian
« Reply #7 on: October 06, 2011, 04:56:21 pm »
I fixed the enemy problem, they now ricochet fine.  I have a few questions.

-How do you check if any point in an 8*8 sprite is coinciding with any point in a different 8*8 sprite?
-Right now I have one loop for the bullet array and one loop for the enemy array.  How can I check collisions?

I'd also appreciate weapon and enemy ideas.  And the enemies won't actually be that fast.

Offline Darl181

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Re: Krillian
« Reply #8 on: October 06, 2011, 06:51:52 pm »
What you can do is check the coordinates of the 8*8 sprites, and see if the numbers are close enough together.
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