Author Topic: Swords [Completed]  (Read 40866 times)

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Offline leafy

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Re: Swords
« Reply #105 on: November 14, 2011, 04:01:03 pm »
Use this link:

http://ourl.ca/12298/231664

I fixed the tags to work properly with the new code tag code D:
In-progress: Graviter (...)

Offline BalancedFury

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Re: Swords
« Reply #106 on: November 15, 2011, 05:32:47 pm »
You could have PMed someone like the person who made Tag etc. :P
It would be easier :D
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Yo dawg I herd u lost the game game so I coded the game game in your calc so you can lose the game game while you code your code about losing the game game.

Offline parserp

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Re: Swords
« Reply #107 on: November 16, 2011, 05:46:37 pm »
ooh if I wanted to blow them up I would have to set up an alternate buffer and a whole bunch of other stuff... D:
anyone have an idea for an animation for when enemies are killed?

EDIT: an easy animation?
« Last Edit: November 17, 2011, 04:36:09 pm by parser padwan »

Offline parserp

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Re: Swords
« Reply #108 on: November 16, 2011, 05:48:18 pm »
oh and as long as I'm here, progress update:
have designed 7 levels, with collisions for 6 of them.

Offline parserp

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Re: Swords
« Reply #109 on: November 17, 2011, 04:40:12 pm »
And also, since the poll system is broke, should this game be compiled into a program or app? (executable will be around 16K)

Offline epic7

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Re: Swords
« Reply #110 on: November 17, 2011, 04:43:59 pm »
ooh if I wanted to blow them up I would have to set up an alternate buffer and a whole bunch of other stuff... D:
anyone have an idea for an animation for when enemies are killed?

EDIT: an easy animation?

For mine, I started with a hole in the middle of the enemies and had the hole expand. It looked kinda like an explosion.

Offline parserp

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Re: Swords
« Reply #111 on: November 17, 2011, 04:45:17 pm »
ooh if I wanted to blow them up I would have to set up an alternate buffer and a whole bunch of other stuff... D:
anyone have an idea for an animation for when enemies are killed?

EDIT: an easy animation?

For mine, I started with a hole in the middle of the enemies and had the hole expand. It looked kinda like an explosion.
did you do that with the circle command?

Offline epic7

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Re: Swords
« Reply #112 on: November 17, 2011, 04:46:14 pm »
No I just had a few different sprites stored into the enemy pic

Offline parserp

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Re: Swords
« Reply #113 on: November 17, 2011, 04:47:01 pm »
No I just had a few different sprites stored into the enemy pic
hmmm, could you post a snidbit (?) of code? <insert puppy dog eyes>

Offline epic7

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Re: Swords
« Reply #114 on: November 17, 2011, 04:48:27 pm »
Ok. I made it a little more confusing then it needed to be since I used one variable for both the health and the explosion. I'll go get some codez.

Here's what I did:

.In the beginning
[normal enemy sprite]->Pic3
[an explosion sprite]
[an explosion sprite]
[an explosion sprite]
[an explosion sprite]
.Lotsa stuffs
.After the enemies have been killed and the kill code is done
For(P,0,r5)
.P*3+L2 is the explosion frame count/Enemy life
If {P*3+L2}<6
. ^ If the frame count is less than 6 (I dont think I need the first if :P)
!If {P*3+L2+2}
.P*3+L2+2 is alive or dead ^ (I need this because P*3+L2 is also the health amount)
.If I didnt do that, it would start the animation when the enemy is still alive :P
Pt-On({P*2+L1},{P*2+L1+1},{P*3+L2}*8+Pic3-1)
.Display the pics ^.
{P*3+L2}++
.Add to frame count^
If {P*3+L2}=5
. If the frame is at 5 (which is the end of the final frame)
K++
. Add one to the amt of enemies killed.
End
End
End
End
« Last Edit: November 17, 2011, 05:05:15 pm by epic7 »

Offline parserp

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Re: Swords
« Reply #115 on: November 17, 2011, 05:37:08 pm »
ok, so a couple of questions:
what is the initial value of r5?
and, um, I'm not sure what's happening: (this is the entire source)
Code: [Select]
:.EXPLODE
:[FFFFFFFFFFFFFFFF]->Pic3
:[11180240924884992]
:[EBA896457AC9976B]
:[895DE455BAD6ABBE]
:3->r5 //I just decided to do 3, I'm not sure what it should be
:If {P*3+L2}<6
:!If {P*3+L2+2}
:Pt-On({P*2+L1},{P*2+L1+1},{P+3+L2}*8+Pic3-1)
:{P*3+L2}++
:End
:End
:DispGraph
:Pause 1000
:End

Offline epic7

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Re: Swords
« Reply #116 on: November 17, 2011, 05:45:02 pm »
Oh, r5 was the number of enemies. Mine was at 4.

Replace the vars with what you are using

Replace P*3+L2 with what var you store the enemies life to.

Replace P*3+L2+2 with what var you use to tell if the enemy is alive or dead (If you dont have that... Youll have to change up the animation code a bit)

Replace P*2+L1 with what var you store the enemies X coordinate to.


Also, you forgot to put in the for. It needs to check all the enemies

For(P,0,num of enemies on screen)

I dont know how you coded your game, so you might have to change a bit

Notice: I was too lazy to put the curly brackets in this post :P
« Last Edit: November 17, 2011, 05:46:39 pm by epic7 »

Offline parserp

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Re: Swords
« Reply #117 on: November 17, 2011, 06:34:49 pm »
attention: just added poll: everyone vote! ;)

Offline parserp

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Re: Swords
« Reply #118 on: November 17, 2011, 07:50:59 pm »
Update: Here's the first 6 levels, hope you can beat them!  ;D
please post any bugs :)
EDIT: screenie!
« Last Edit: November 19, 2011, 05:59:05 pm by parser padwan »

Offline LincolnB

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Re: Swords
« Reply #119 on: November 18, 2011, 10:47:44 am »
screenie?
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