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> Engine Thread (version 0-33-17), last executable: NCFC DEMO
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Guinea
Posted: Sep 20 2008, 01:32 PM
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been there, done that.
I've also adjusted the Beetle sprite so it doesn't flicker so much during the animation.

An important note:
If you want to create an enemy that has MORE or LESS than SIX animation frames for his walking animation, you NEED to SET those properties in the creation event. Check the Buzzy Beetle for an example. (It has animMax[aWALK] set to 4 (four walking frames) and animStart[aUPSDOWN] set to 4 so it starts at the right moment)
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Black Boo
Posted: Sep 20 2008, 02:03 PM
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The shells travel too fast IMO.

BTW, thanks for the tip. Now I can improve Luigi!


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Guinea
Posted: Sep 20 2008, 02:15 PM
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QUOTE (Black Boo @ Sep 20 2008, 08:03 PM)
The shells travel too fast IMO.

BTW, thanks for the tip. Now I can improve Luigi!

If you're not happy with Luigi's animations and want to look at the easy defaults, just go to the scripts section (animation_setup_player()) and look what animation variables there are to set them for Luigi in his creation event. Please don't chang variables in said script.
(Another thing: I've already adjusted Luigi's existing animations, so I don't see that it would be necessary to change them anymore. Only animation I could think of would be the IDLE one, and that one is a complex animation, so changine values won't help here.)

Also, I agree with the shell's speed, it's too fast. I'll change that next time.
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Black Boo
Posted: Sep 20 2008, 02:24 PM
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Oh...nevermind.


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Guinea
Posted: Sep 23 2008, 03:29 AM
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Grabbing the engine to make as much as possible.

Max: 24 hours, possibly earlier.
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Mecha the Slag
Posted: Sep 23 2008, 07:28 AM
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Yeah the shells are akwardly fast.


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Austria
Guinea
Posted: Sep 23 2008, 02:21 PM
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Ok, done.

What's new?
+Added brick blocks
+Added Pucifur's tiles
+Added an improved version of BB's sky BG
+Added a background from the old CFP (the yellow hills)
+Shells can now hit blocks from the sides when spinning
+Enemies are turned upside-down when standing on a hit block (not 100% finished)
+Coins
+Particle system which includes coins and bricks
+Effect object "effEnemy" which shows an enemy that falls off-screen after dying.
+View system and background system (not 100% finished either)
+Improved shells' speed.


I think that's all for now.
Note: The exe in the main post is down because my server is down. When you can see my avatar again, the server is back. Then I will update the exe.


If graphics guys are reading this:
It'd be nice if we had a HUD. Please someone design some HUD elements.

Attached File ( Number of downloads: 53 )
Attached File  cfp_engine_v0_6_7.gm6
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Black Boo
Posted: Sep 23 2008, 05:05 PM
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Nice, but personally, I would use the other style of brick.

Some noted glitches:

If you release a shell into a block standing directly next to it, it gets stuck.
Coins when they come out of blocks spin too fast.

And the shading on the hills bugs me a lot. rolleyes.gif


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YForce 0X
Posted: Sep 23 2008, 06:28 PM
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dont know if this is too major but added 2x1 slopes

This post has been edited by Mariomanx4 on Sep 23 2008, 06:29 PM

Attached File ( Number of downloads: 55 )
Attached File  cfp_engine_v0_7_1.gmk


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Black Boo
Posted: Sep 23 2008, 06:33 PM
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Don't think so...

try adding 3 to it.


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Guinea
Posted: Sep 24 2008, 04:13 AM
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QUOTE (Mariomanx4 @ Sep 24 2008, 12:28 AM)
dont know if this is too major but added 2x1 slopes

Nice.

Also: my webspace is back, so the executable is back up.
The zip includes version 0.6.7, the file that I've had last.
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Alex
Posted: Sep 26 2008, 10:37 AM
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QUOTE
If you want to do something that you can't settle with properties, please suggest/request a property variable to be programmed in and don't try to mess on your own!


I wanted to do an "invisible block" - that kind which you can jump right through when coming from the left, right and top, but shoots out a coin when bumping from the bottom - but I don't think there is a property for that.

This post has been edited by Alex on Sep 26 2008, 10:37 AM


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Guinea
Posted: Sep 26 2008, 10:52 AM
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QUOTE (Alex @ Sep 26 2008, 04:37 PM)

I wanted to do an "invisible block" - that kind which you can jump right through when coming from the left, right and top, but shoots out a coin when bumping from the bottom - but I don't think there is a property for that.

Right. There's no property for that.
Invisible blocks are treated differently to visible blocks, therefor the invisible block would have to be a new object that is not a child of the existing blocks. But I'll try my best to make those.
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Guinea
Posted: Sep 29 2008, 04:27 AM
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Added Koopa and Paratroopa sprites to the engine. Not that huge an update.

Attached File ( Number of downloads: 58 )
Attached File  cfp_engine_v0_6_9.gmk
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Alex
Posted: Sep 29 2008, 07:23 AM
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Is the characters supposed to be able to jump while ducking?


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Ultramario
Posted: Sep 29 2008, 07:26 AM
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QUOTE (Alex @ Sep 29 2008, 03:23 PM)
Is the characters supposed to be able to jump while ducking?

Ever since they can in official games, so yes.

This post has been edited by Ultramario on Sep 29 2008, 07:26 AM


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Alex
Posted: Sep 29 2008, 08:10 AM
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QUOTE (Ultramario @ Sep 29 2008, 02:26 PM)
Ever since they can in official games, so yes.

I guess you're right, but it still looks weird.

But, well, it's Mushroom Kingdom, the land of no logic.


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YForce 0X
Posted: Oct 4 2008, 03:20 PM
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not too big, but added shyguys, with shiny held animations too(they arnt really shiny, but nice)
EDIT: Replaced file with new shyguy sprite plus smoke effects when enemy is killed
plus i found a glitch where an enmy can go through you when you are ducking on a 1x1 slope

This post has been edited by Mariomanx4 on Oct 4 2008, 05:35 PM

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Attached File  cfp_engine_v0_7_1_1_.gmk


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Guinea
Posted: Oct 5 2008, 04:50 AM
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I have the engine for now.
I will again add as much as possible, probably bringing it far enough so you level designers out there can start off.


mariomanx4: You don't really understand our version-numbering system, it seems?
When you do a minor change (like your shyguy adding), you increase the LAST number ONLY. In this case:
Old version: v0-6-9 -> Your version: v0-6-10.
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Mecha the Slag
Posted: Oct 5 2008, 05:08 AM
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Alright I found a glitch.

When you run and dodge under a ceiling that you wouldn't normally be able to stand under, you can keep dodging and jumping, and you can "crawl" through the hole.


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