Powered by Invision Power Board

 
  Pages: (11) « First ... 7 8 [9] 10 11  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

> Engine Thread (version 0-33-17), last executable: NCFC DEMO
Spain
Sergeant DeeY
Posted: Jul 20 2009, 12:37 PM
Quote Post


~Heh Heh~
[*][*][*]

Group Icon
Group: Members
Posts: 1344
Member No.: 4730
Joined: 17-November 07

Status: (0d) [--]


Just one question, I know the engine was switched to be used in GM7 Pro, The executable of the latest version will be attached in the first post?


--------------------
The signature will not be available when the new forums shows up.
~~DeeY~~
PMUsers Website
Top
United States
Shyguy Grey
Posted: Jul 20 2009, 01:31 PM
Quote Post


I'll never tell
[M][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Global Moderators
Posts: 7985
Member No.: 2927
Joined: 10-November 06

Status: (0d) [--]


QUOTE (Guinea @ Jul 20 2009, 12:34 PM)
Status:

Started making Wario's charge.
For those who are interested in technical details: It's a new behaviour script for the player. A character with propCharge being true can switch to it by pressing the Run key.

So, if I'm understanding this correctly, how does Wario pick up stuff? I mean, wouldn't he end up charging?


--------------------
PMEmail PosterAOLYahoo
Top
Austria
Guinea
Posted: Jul 21 2009, 03:59 AM
Quote Post


6
[A][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Admins
Posts: 8600
Member No.: 893
Joined: 15-March 05

Status: (0d) [--]


QUOTE (Shyguy Grey @ Jul 20 2009, 07:31 PM)
So, if I'm understanding this correctly, how does Wario pick up stuff? I mean, wouldn't he end up charging?

Wario picks up stuff just like he would do in Wario Land games. By walking into them.


@DeeY:
If I think a version has enough new and working content to show, I'll update probably.
But I'm not sure, as I've said we're about to enter the phase where we make the actual game, so I would not like to provide the half finished game publically.

Everyone who wants to play the game the way it currently is, can at any time IM/PM me (preferably IM though) and get it.
The only requirement would be that you are somewhat involved in the CFP.
PMEmail PosterAOLMSN
Top
United States
Shyguy Grey
Posted: Jul 21 2009, 02:25 PM
Quote Post


I'll never tell
[M][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Global Moderators
Posts: 7985
Member No.: 2927
Joined: 10-November 06

Status: (0d) [--]


QUOTE (Guinea @ Jul 21 2009, 03:59 AM)
Wario picks up stuff just like he would do in Wario Land games. By walking into them.


Only thing I'm wondering about is how this will work with non enemy items, and things you'd pull. Maybe for those you could hit the button right next to it and instead of charging, he'd grab. It might get annoying to have him auto grabbing things.


--------------------
PMEmail PosterAOLYahoo
Top
Austria
Guinea
Posted: Jul 21 2009, 03:31 PM
Quote Post


6
[A][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Admins
Posts: 8600
Member No.: 893
Joined: 15-March 05

Status: (0d) [--]


QUOTE (Shyguy Grey @ Jul 21 2009, 08:25 PM)
Only thing I'm wondering about is how this will work with non enemy items, and things you'd pull. Maybe for those you could hit the button right next to it and instead of charging, he'd grab. It might get annoying to have him auto grabbing things.

Don't worry too much about that smile.gif

Status:
Wario can charge, which means he can destroy bricks/hit ?blocks and kill enemies.
The charge can be cancelled by pressing the opposite arrow or ducking.
There are still some glitches I need to fix.

And on top of that, Wario still has Mario's sprite.
PMEmail PosterAOLMSN
Top
Canada
Two_Finger
Posted: Jul 23 2009, 06:45 AM
Quote Post


Returning memories since 1999~
[*]

Group Icon
Group: Members
Posts: 3016
Member No.: 1533
Joined: 14-October 05

Status: (0d) [--]


Not sure if it is intentional or not but if you press the run button in midair you still speed up.


--------------------
user posted image
PMEmail PosterUsers WebsiteAOL
Top
Austria
Guinea
Posted: Jul 23 2009, 06:55 AM
Quote Post


6
[A][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Admins
Posts: 8600
Member No.: 893
Joined: 15-March 05

Status: (0d) [--]


QUOTE (Two_Finger @ Jul 23 2009, 12:45 PM)
Not sure if it is intentional or not but if you press the run button in midair you still speed up.

Is intentional, kinda.
I'll experiment if it's better to have the run only activatable on the ground.
PMEmail PosterAOLMSN
Top
Austria
Guinea
Posted: Aug 9 2009, 03:02 PM
Quote Post


6
[A][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Admins
Posts: 8600
Member No.: 893
Joined: 15-March 05

Status: (0d) [--]


YES YES!

I have finally found the source for the incredible lag.
I messed up with the activation/deactivation.
I won't tell you all details in this post but if you want to hear them all feel free to IM me.

Also, Wario is now done.
Meet us at the meeting which starts in 30 minutes and you'll get a chance to see him.
PMEmail PosterAOLMSN
Top
United States
Shyguy Grey
Posted: Aug 9 2009, 10:57 PM
Quote Post


I'll never tell
[M][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Global Moderators
Posts: 7985
Member No.: 2927
Joined: 10-November 06

Status: (0d) [--]


A few things I'd like to bring up. Not really problems, just things I noticed that you yourself are probably already aware of.

~Gap running, you know, the ability to run over small gaps the size of a single block (thats 16 pixels, right?)

~ Warios throw, maybe if you hold ctrl longer, her chucks the enemy/item with more force?

~Climbing. I was climbing the ladders as Wario and he was sliding around a lot. I didn't get a chance to try it with other characters though, but maybe make it more like in SMW?

~ Wario charge. Perhaps change it so that if he hits a shell, it takes off instead of dieing? I'm so used to hitting ctrl at this point that I kept killing the shells I wanted to pick up.



--------------------
PMEmail PosterAOLYahoo
Top
Austria
Guinea
Posted: Aug 10 2009, 05:30 AM
Quote Post


6
[A][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Admins
Posts: 8600
Member No.: 893
Joined: 15-March 05

Status: (0d) [--]


^ Gap running: Known and on the list of things to fix.
^ Throw: Won't happen. There are already a number of things that Wario can't do but can do in the Wario Land games. It would give him an unfair advantage.
^ Climbing: Thanks for pointing that out. Since the ladders use the same values for accelleration as Walking, Wario is very slippery but I didn't notice that yet.
^ Charge into sitting shells: Sounds reasonable.
PMEmail PosterAOLMSN
Top
Austria
Guinea
Posted: Aug 10 2009, 05:53 AM
Quote Post


6
[A][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Admins
Posts: 8600
Member No.: 893
Joined: 15-March 05

Status: (0d) [--]


PMEmail PosterAOLMSN
Top
Austria
Guinea
Posted: Aug 17 2009, 05:35 AM
Quote Post


6
[A][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Admins
Posts: 8600
Member No.: 893
Joined: 15-March 05

Status: (0d) [--]


Status report:

New HUD added, works now for all characters, not only Mario.
PMEmail PosterAOLMSN
Top
Austria
Guinea
Posted: Aug 19 2009, 11:02 AM
Quote Post


6
[A][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Admins
Posts: 8600
Member No.: 893
Joined: 15-March 05

Status: (0d) [--]


Status Report:

Have added Sound Effects (standard ones from the SNES Mario games, for now, but they can be replaced at any time).

Have created the DSe Pause Menu.
The base engine is pretty much finished (press Enter to call it up, Enter to close it again, navigate with left and right and shift to start one of the applications.)

The DSe is able to run little one-object applications, which interested guys out there could probably program themselves.
The system currently works so nicely that I could imagine adding more applications besides the planned defaults which programmers could add while we're in development phase (things like minigames and such).
PMEmail PosterAOLMSN
Top
Austria
Guinea
Posted: Aug 26 2009, 10:34 AM
Quote Post


6
[A][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Admins
Posts: 8600
Member No.: 893
Joined: 15-March 05

Status: (0d) [--]


Status Report:

Added a couple of items to the engine.
- Springboard (carriable)
- Cherry
- Starman (makes Mario glow in rainbow colors and leaves a trail behind)
- Fireflower (doesn't do anything yet)
- 1Up Pipe (which also helps to solve the checkpoint problem, kinda)
PMEmail PosterAOLMSN
Top
United Kingdom
Thingy
Posted: Aug 26 2009, 11:34 AM
Quote Post


So long MFGG 2.0~
[*][*][*][*]

Group Icon
Group: Members
Posts: 1824
Member No.: 4642
Joined: 30-October 07

Status: (0d) [--]


Bit late but that minigame idea, could it be that you have to collect them?


--------------------
user posted image
Old ref, Current ref
Click to see the rest. (opens sig on top post)

user posted image
Hey, MFGG 3.0, it's me from the past.
PMEmail PosterMSN
Top
United States
Shyguy Grey
Posted: Aug 26 2009, 11:43 AM
Quote Post


I'll never tell
[M][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Global Moderators
Posts: 7985
Member No.: 2927
Joined: 10-November 06

Status: (0d) [--]


QUOTE (Guinea @ Aug 26 2009, 10:34 AM)

- 1Up Pipe (which also helps to solve the checkpoint problem, kinda)

What if we had the check point be a switch (or something else depending on the area) with a warp pip picture un it. Once activated, you will appear there when you die via warp pipe that pops out of the ground.


--------------------
PMEmail PosterAOLYahoo
Top
United States
SonicProject
Posted: Aug 26 2009, 05:00 PM
Quote Post


Finkrats that I spit on know not of the cool I have.
[*][*][*][*][*]
[*][*][*][*]

Group Icon
Group: Members
Posts: 54900
Member No.: 56
Joined: 14-October 03

Status: (0d) [--]


CODE
___________________________________________
ERROR in
action number 1
of  Step Event
for object parEnemy:

In script enemy_normal:
In script block_check_right:
Error in code at line 30:
         if (!tmrInvincible) player_hurt(-3,3,-1,1);

at position 13: Unknown variable tmrInvincible

I was running the executable and jumping around tossing the ham when this happened.

This post has been edited by SonicProject on Aug 26 2009, 05:00 PM


--------------------
user posted image
user posted image
Apologies for the nostalgia.
PMAOLYahooMSN
Top
Panama
Fez
Posted: Aug 26 2009, 05:01 PM
Quote Post


Don't cry
[*][*][*][*][*]


Group Icon
Group: Members
Posts: 1348
Member No.: 5734
Joined: 1-October 08

Status: (0d) [--]


QUOTE (Guinea @ Aug 26 2009, 10:34 AM)
Status Report:

Added a couple of items to the engine.
- Springboard (carriable)
- Cherry
- Starman (makes Mario glow in rainbow colors and leaves a trail behind)
- Fireflower (doesn't do anything yet)
- 1Up Pipe (which also helps to solve the checkpoint problem, kinda)

New exe, please?


--------------------
PM
Top
Austria
Guinea
Posted: Aug 26 2009, 05:13 PM
Quote Post


6
[A][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Admins
Posts: 8600
Member No.: 893
Joined: 15-March 05

Status: (0d) [--]


QUOTE (SonicProject @ Aug 26 2009, 11:00 PM)
CODE
___________________________________________
ERROR in
action number 1
of  Step Event
for object parEnemy:

In script enemy_normal:
In script block_check_right:
Error in code at line 30:
         if (!tmrInvincible) player_hurt(-3,3,-1,1);

at position 13: Unknown variable tmrInvincible

I was running the executable and jumping around tossing the ham when this happened.

This exe is very old, and this error is most probably fixed.

Whoever wants an Exe should come to the meetings, or PM me. I won't upload the executables openly anymore, for we're preparing our presentation for NCFC.
I could probably upload one last until NCFC happens, but definitely no longer afterwards.

Good night ^-^
PMEmail PosterAOLMSN
Top
Austria
Guinea
Posted: Aug 28 2009, 09:50 AM
Quote Post


6
[A][*][*][*][*]
[*][*][*][*][*]
[*]

Group Icon
Group: Admins
Posts: 8600
Member No.: 893
Joined: 15-March 05

Status: (0d) [--]


For those who're interested:

I have today converted the BGM (Bass for GM) dll+scripts stuff* into a neat little extension for GM7 and we'll use that.

BGM can play all kinds of modules/samples and that well. It's basically what it says: Bass.dll for Game Maker.


*BGM was made by Brad Harms.
PMEmail PosterAOLMSN
Top
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

  Topic Options Topic Options Pages: (11) « First ... 7 8 [9] 10 11  Reply to this topicStart new topicStart Poll

 




[ Script Execution time: 0.0780 ]   [ 14 queries used ]   [ GZIP Enabled ]   [ Server Load: 0.77 ]