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> Engine Thread (version 0-33-17), last executable: NCFC DEMO
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kremling
Posted: Apr 8 2009, 10:22 PM
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I don't know if this was on purpose or not, but Luigi's floating function works when he is crouching as well, if this right?


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Guinea
Posted: Apr 9 2009, 05:19 AM
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QUOTE (kremling @ Apr 9 2009, 04:22 AM)
I don't know if this was on purpose or not, but Luigi's floating function works when he is crouching as well, if this right?

You're right. Will be fixed.
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Hoj
Posted: Apr 9 2009, 06:38 AM
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The engine is pretty good, to be fair. It's nice seeing all the custom graphics put together. smile.gif


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Guinea
Posted: Apr 9 2009, 07:33 AM
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QUOTE (Hoj @ Apr 9 2009, 12:38 PM)
The engine is pretty good, to be fair. It's nice seeing all the custom graphics put together. smile.gif

It's nice to hear that smile.gif
Increases the chances of finishing this eventually.
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Hoj
Posted: Apr 9 2009, 12:28 PM
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QUOTE (Guinea @ Apr 9 2009, 07:33 AM)
It's nice to hear that smile.gif
Increases the chances of finishing this eventually.

Credit where it's due =) You've done a good job and should obv continue with it.


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Sergeant DeeY
Posted: Apr 10 2009, 11:49 AM
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Guinea, This engine is going to have a rain/snow/storm system?

I'm asking that because, I found an example to make that effects using particles


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Guinea
Posted: Apr 10 2009, 03:24 PM
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Status report:
One more day is needed.

I have changed the enemy system partially. I removed unnecessary property variables and instead made AI and Behaviour scripts bring their own with them.
e.g. the new AI script "ai_basicShooter()" which is basically a sniffit comes with propProjectile, propProjX, propProjY etc.
That way different enemies only have property variables for stuff they need.

The basic shooter AI can also shoot every non-solid object (objects that are children of objNonsolid). In a testing phase I have made the sniffit shoot Goombas, so you get the idea. wink.gif

Also I have fixed Luigi's flutter jump and fixed ladder climbing-when-ducking.

As said I need one more day, so expect the update tomorrow.
Thank you.


OHH and while we're at it: CFP Meeting takes place tomorrow as usual. I hope you have time, otherwise we'll do it on sunday.
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Guinea
Posted: Apr 12 2009, 11:01 AM
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Ok, here we go.

Enemy system has been improved. That means:
> Look at the enemies, the system has changed slightly so you should still get what's going on if you understood the old system. Just that now you do not have to put in some lines of code that you had to put in before. All you do is the following:
1) Write down the standard properties (if you want to change them)
2) Use "enemy_set_ai" to initialize an AI and initialize the properties that come with it, same goes for "enemy_set_behaviour"
3) Set properties of said behaviours.
Done!

Several properties and variables are now more or less tied to certain behaviour/ai scripts, so they won't be loaded unless the appropriate AI or Behaviour needs them. That saves time and space at runtime and makes a couple of things easier.

New AI:
ai_basicShooter --- A sniffit, basically. Has its own properties.
ai_bullet --- A bullet, basically. Self destructs when it hits a wall. (Not to be confused with a bullet bill!)

If you want information which properties/behaviours/AIs are available at this point go to the first post and look for the Enemy Kit property list.
This one will be updated every time I add new properties/behaviours/AIs, so be sure to have the most recent smile.gif


Other minor changes I've made:
-Luigi's flutter jump is now fixed. It doesn't work anymore when he ducks and the animation has been improved.
-Player can no longer grab ladders when he's ducking.
-I added a "Sniffit" to demonstrate both the ai_basicShooter and the ai_bullet. It's basically a shyguy that shoots.
-Fixed the jumping animation. For some reason I've animated the jumping in the wrong order which looked awkward.
-Death has now a 1 second sleep before falling off screen.

That should be everything that's significant.

Attached File ( Number of downloads: 20 )
Attached File  cfp_engine_v0_15_12.gm6
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Black Boo
Posted: Apr 12 2009, 12:49 PM
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This is getting beyond me...

Glad I could at least give this a nice kickstart.

GO GO GO! biggrin.gif

Oh...Uh...Guinea...Small thing you need to change with climbing...Mario shouldn't finish the animation when he stops. He should just pause on that frame.


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Guinea
Posted: Apr 12 2009, 01:32 PM
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QUOTE (Black Boo @ Apr 12 2009, 06:49 PM)
This is getting beyond me...

Glad I could at least give this a nice kickstart.

GO GO GO! biggrin.gif

Oh...Uh...Guinea...Small thing you need to change with climbing...Mario shouldn't finish the animation when he stops. He should just pause on that frame.

I had the other first, and it doesn't look better. That's all I can say.
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Sergeant DeeY
Posted: Apr 13 2009, 08:15 AM
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Guinea, Do you mind if I add this enemy?

http://archive.mfgg.net/index.php?sh...dpost&p=3089106

This post has been edited by Sergeant DeeY on Apr 13 2009, 08:15 AM


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Guinea
Posted: Apr 13 2009, 08:21 AM
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QUOTE (Sergeant DeeY @ Apr 13 2009, 02:15 PM)
Guinea, Do you mind if I add this enemy?

http://archive.mfgg.net/index.php?sh...dpost&p=3089106

There are not enough properties to make this enemy work at this point, but you can try to make him as close as possible with what we have.
(At least I think so. It's been some time since I saw that one in actions, so it could be that he just walks back and forth anyway.)
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Doomlord250
Posted: Apr 13 2009, 09:33 AM
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It couldn't be a hard property to make. It just stands still and punches. You could actually make the property stop walking and switch to a second series of frames. So that it could work in different enemy, this one just wouldn't move normally.

I don't entirely know how this enemy works, it might punch when they are near. But that doesn't change my point too much.

This post has been edited by Doomlord250 on Apr 13 2009, 09:34 AM
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Shyguy Grey
Posted: Apr 13 2009, 09:58 AM
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This is based off of the NCFC demo last year, but I noticed when you are holding the run button, you can't hit the duck button until you let go. Thats a bit annouying when trying to slide under something.


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Guinea
Posted: Apr 13 2009, 09:59 AM
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QUOTE (Shyguy Grey @ Apr 13 2009, 03:58 PM)
This is based off of the NCFC demo last year, but I noticed when you are holding the run button, you can't hit the duck button until you let go. Thats a bit annouying when trying to slide under something.

That must be because of your keyboard. On some keyboards you can't press certain buttons at the same time for some reason.
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Shyguy Grey
Posted: Apr 13 2009, 10:10 AM
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QUOTE (Guinea @ Apr 13 2009, 09:59 AM)
That must be because of your keyboard. On some keyboards you can't press certain buttons at the same time for some reason.

Ah, I see.

To bad we can't set this up to work with a PC controller as well, but I'm guessing that would be more effort than it's worth.


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Guinea
Posted: Apr 13 2009, 10:11 AM
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QUOTE (Shyguy Grey @ Apr 13 2009, 04:10 PM)
Ah, I see.

To bad we can't set this up to work with a PC controller as well, but I'm guessing that would be more effort than it's worth.

We can't?
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Shyguy Grey
Posted: Apr 13 2009, 10:18 AM
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QUOTE (Guinea @ Apr 13 2009, 10:11 AM)
We can't?

Idk, I don't program and it sounds like something you'd say would be overcomplicating it, or something along those lines.


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Guinea
Posted: Apr 13 2009, 10:21 AM
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QUOTE (Shyguy Grey @ Apr 13 2009, 04:18 PM)
Idk, I don't program and it sounds like something you'd say would be overcomplicating it, or something along those lines.

That is one of the simpliest things to do.
We have ONE script that reads keyboard commands. All I'd have to do is to modify that script so it can also read GamePad commands, just like I did with every other game of mine (since I made the gnome engine).
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Alex
Posted: Apr 13 2009, 12:50 PM
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I'll take the engine and add some enemies!

I added:
Ham Roll
Cell Goomba
Mole

This post has been edited by Alex on Apr 13 2009, 01:37 PM

Attached File ( Number of downloads: 22 )
Attached File  cfp_engine_v0_15_13.gmk


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