Jump to content

Star Fox: 2D [Ver. 1.0.1]


Tailsz

Recommended Posts

Since I've made 10 planets/sectors/artificial areas in the past 5 days, I think I deserve a break from designing more. (A ploy to buy time to figure out the planet order)

I'm currently working on the Health Bar and Energy Bars. I've been playing the game without any collision detection and health on the Arwing so long, it feels like I haven't finished much.

Currently:

Currently have the base health bar finished.

I just reworked Solar for the final time.

While reworking Solar, I sketched out a reworked Venom.

Link to comment
Share on other sites

Hey tailz got another chapter for My book up on this site if you wana read it!

  • Like 1
Link to comment
Share on other sites

Hey tailz got another chapter for My book up on this site if you wana read it!

awesomeawesomeawesomeawesomeawesomeawesomeawesome. I'll read it when I have time!

Link to comment
Share on other sites

I can't download from that site :( it doesnt work for me...

Link to comment
Share on other sites

I can't download from that site :-( it doesnt work for me...

Alternate link is now avaliable through this link

As such I have put the alternate link on the front page as a mirror.

Link to comment
Share on other sites

sweet now time to play!

Link to comment
Share on other sites

sweet now time to play!

When finish:

A. Comment about everything

B. Report bugs

C. Suggestions and opinion.

Link to comment
Share on other sites

Kinda feels weird without any community feedback...

Anyways, I have finished coding the health bar. The way it looks and operates isn't final, I do plan to change it later.

I have the energy bar ready to be coded. I got side tracked today kinda worried about someone who I think I might have upset earlier today so I didn't code anything for the rest of the day. I also will be moving the bomb counter from the left hand side to the right hand side under the energy bar so nothing is cluttered on the left.

Also, since I'm still learning the basics of a piano, I currently learned the intro piece from "To Zanarkand"

The notes I've learned so far are: D1-D0-F0-A0-D1-E1&C1-D1&F1,C1-C0-E0-G0-C1-B1&D1-C1&E1

This song also helps me sleep at night sometimes.

Link to comment
Share on other sites

Sono stupido...


if(global.Bombs<1){ draw_sprite(sprBombSlotB,0,view_xview[0]+606,view_yview[0]+70) }

if(global.Bombs<2 && global.Bombs < 4) { draw_sprite(sprBombSlotB,0,view_xview[0]+616,view_yview[0]+70) }

if(global.Bombs<3 && global.Bombs < 4) { draw_sprite(sprBombSlotB,0,view_xview[0]+626,view_yview[0]+70) }

if(global.Bombs>0) {draw_sprite(sprBombSlotBu,0,view_xview[0]+606,view_yview[0]+70) }

if(global.Bombs>1 && global.Bombs < 4) {draw_sprite(sprBombSlotBu,0,view_xview[0]+616,view_yview[0]+70) }

if(global.Bombs>2 && global.Bombs < 4) {draw_sprite(sprBombSlotBu,0,view_xview[0]+626,view_yview[0]+70) }

if(global.Bombs > 3) {

	draw_sprite(sprHUDx,0,view_xview[0]+616,view_yview[0]+70)

	draw_sprite(sprHUDnum,global.Bombs,view_xview[0]+626,view_yview[0]+70) }

I was looking for this, apparently it was still in the Arwing drawing source before I started moving everything over to a global handler that persisted through all areas of the game. I also coded this new Heads-Up Display object to destroy itself when it returns to the main-menu/titlescreen to avoid unwanted results when selecting single player again. (Oh the horrors)

I've been meaning to change the HuD calculations. Some effects would overlay it which makes the game less proffesional imo.

This code will also hold the HP, Energy, and Bomb variables. Anything that has a persistent value through out the game will be transfered to this new entity. In the long run this'll keep the game from giving inconsistent numbers. (Like using 3 bombs in one map, and starting with the same 3 bombs over and over) It will also enable the Arwing to keep it's laser upgrade after each level (until death).

Link to comment
Share on other sites

man thats way more code then i ever learned...

Link to comment
Share on other sites

man thats way more code then i ever learned...

Really? Seems elementary for me...

How about this?


mob/verb

Bash()

  for(var/mob/M in get_step (src,src.dir))

   if(M.client && M.PvP == 1 || !M.client && M.PvP == 1)

	if(src.PvP == 0 && M.PvP==1 && M.client) //If you have a PvP of 0, and the target has a PvP of 1 and is a client.

 	return

	if(M.ref)

 	M.ref=null

 	var/Damage = rand(round(src.Str/2),src.Str + src.StrB)

 	var/Hit = rand(0+src.Agi+25,100-src.Dex)

 	var/chance = rand(0+round(src.Luck/5)-M.Lvl-M.Def-M.IQ,round(255*M.Lvl-src.Lvl/2))

 	var/color = rand(1,3)

 	//Critical Hit (Always hits)

 	if(chance >= 255*M.Lvl-src.Lvl-round(src.Luck/2))

      Damage *= rand(2,4) //SMASSSSHHHHHH

	if(color == 1)

  	view() << "<font size=4><i><b><font color=#666666>SSSMMM<font color =#333333>AAASS<font color=#000000>SHHHH!</font></i></b></font>"

	if(color == 2)

  	view() << "<font size=4><i><b><font color=#FFCCCC>SSS<font color=#FF9999>MMM</font><font color=#FF6666>AA</font><font color=#FF3333>AS</font><font color =#FF0000>SS</font><font color = #CC0000>HH</font><font color = #990000>H</font><font color=#660000></font><font color=#330000>!</font></i></b></font>"

	if(color == 3)

  	view() << "<font size=4><i><b><font color=#CCCCFF>SSS<font color=#9999FF>MMM</font><font color=#6666FF>AA</font><font color=#3333FF>AS</font><font color=#0000FF>SS<font color = #0000CC>HH</font><font color = #000099>H</font><font color=#000066></font><font color=#000033>!</font></i></b></font>"

	flick("hurt",M) //Just makes him flicker

	M.HP -= Damage // Takes the players health

	view() << "\icon[src] <b>\blue [src]</b> \black attacks \icon[M] \red <b>[M]</b> \black for \red <b>[Damage] DMG</b>!"

	M.Death()

	if(M) //If M's alive...

  	for(var/obj/items/Equip/P in src.contents)

   	if(P.suffix=="Equipt")

    	if(P.wType=="Bat") //Smash 'em out of the park!

		walk_away(M,src,5,1)

    	else //rLightly push them away.

		walk_away(M,src,2,1)

	return

	//Dexerity (Hitting)

	if(Hit >= 65-round(src.Agi/1.5)-round(src.Dex/1.5)) //Always have a 35% chance of missing

	Damage -= M.Def

	if(Damage <= 0)

  	Damage = rand(0,1)

	flick("hurt",M)

	M.HP -= Damage // Takes the players health

	view() << "\icon[src] <b>\blue[src]</b> \black attacks \icon[M] \red <b>[M]</b> \black for \red <b>[Damage] DMG</b>!"

	M.Death()

	//Missing

	else

	view() <<"\icon[src] <b>\blue[src]</b> \black misses \icon[M] \red <b>[M]</b>"

This is from an old RPG I have on my computer.

Link to comment
Share on other sites

Ahhh coding :3

  • Like 1
Link to comment
Share on other sites

Ahhh coding :3

Because of that I have to respond with all the variables I have in the RPG


mob/var

HP=5

maxHP=5

PP=2

maxPP=2

XP=0

maxXP=10

class="Undecided"

InCombat=0

Enemy

//Mouse Macro

Macro1 //Left Click

Macro2 //Right Click

Recall="North Island"

Deaths=0

ref

Lvl=0

Str=0

Def=0

Agi=0

Dex=0

IQ=0

Luck=0

special="Rockin"

StrB //Item Attributes

DefB

AgiB

DexB

IQB

LuckB

\$ //Money (Character is Holding)

Bank //Money (Character's Bank)

Bounty //Money (Character has yet to gain VIA phone)

iType //Icon type, initial() would bring it back to a blank icon

iSpace = 0 // Inventory Space

iSpaceM = 10

NewPlayer=1 //New player

InWater //InWater check to disable things.

PvP=0 //Disabled

pInfo="Filtered" //Personal Information Settings

wSayOff=0

TargetFilter="Players Only" //Target Filtering for everything.

HealFilter="Manual"

PreSong="Music/NIField.mid" //Last played song

CurSong="Music/Login.mid" //Currently played song

BatSong //Battle Song, inheritted from the last enemy hit.

eWeapon //Equipt weapon

eArmor

eHat

eArm

eEct

range //Enemies range of view

aggressive

protective

reqlvl

version //Version of the game, for checking updates

QuestPoints //More points, more bonuses!

list/Quest = list() //Completed Quests (List)

list/QiP = list() //*Quests In Progress*

list/Gifts = list() //Treasure Chests you've open will show up here.

//Status Effects:

Poison=0

Paralyze=0

Nausea=0

Burn=0

mPoison=0

Numb=0

Frozen=0

Regen=0

Sleep=0

//PK Offense, Defense, Intellect, and Quickness.

Ofn=0

Dfn=0

Int=0

Swi=0

//Weak Elements and Strong Elements; in 0.01 - 1.00 for percents.

rIce

rFire

rLight

rShadow

rEarth

rThunder

Anyways. Kinda feel guilty 'cause my friends always get me these cool games and game cards and I never have been able to get anything back to them. I also have something else on my mind... -Sigh-

I'm finishing the energy bar then going back to creating the remaining planets/structures/so on.

Link to comment
Share on other sites

Coding… I've been looking at coding all day.

Sorry for not offering my opinions in here lately, Tailsz! I've been a little busy with other things.

Anyway, I'll be sure to follow this more closely from now on. ;)

  • Like 1
Link to comment
Share on other sites

Coding… I've been looking at coding all day.

Sorry for not offering my opinions in here lately, Tailsz! I've been a little busy with other things.

Anyway, I'll be sure to follow this more closely from now on. ;)

Feedback is what I really need. Also bug reports. I couldn't have created everything that perfect. XD

I'm going to probably post more code tomorrow or sometime soon.

Link to comment
Share on other sites

The following game is rated M: (Bayonetta)

How do you beat an intro like this?

I have to say BEST GAME EVER! :-D (It was made by SEGA too... Lol)

Link to comment
Share on other sites

Anyways, I added the single route on the map that leads the Arwing to Meteo (Since Meteo is really the only level I can create right now) I'm missing 4 planets right now. (At least, til I find the original map I drew out.)

Link to comment
Share on other sites

man exhausting emotional day for me, but i have played your game so ill give you a synopsis/ opnion soon... blarg

  • Like 1
Link to comment
Share on other sites

man exhausting emotional day for me, but i have played your game so ill give you a synopsis/ opnion soon... blarg

"Patience is a virtue. :-D" I remember this because of DZ killing me. YAY FOR DYING!

Onto a down note, no updates today. I'm taking a little break from all the code fixes I've been doing and (especially) a lot of spriting. I haven't made so many sprites in my life in one sitting.

Soon you guys will notice I'll put a [Complete] beside the map goal on the first post. I'm getting close!

Link to comment
Share on other sites

Is this topic hot? or is it just me :P

Link to comment
Share on other sites

I'm 5% close to releasing the next demo so all of you can see the beauty of the map... (And the ugliness of my spriting)

The last 3 things I need to do is:

Sprite Bolse

Sprite Area 6

Fix the HuD

Then I can create the .exe, package it, and send it off to ifile.it and repost the two links.

Oh and I won't be able to create multiple mirrors for previous versions for anyone who may have problems with ifile.it. It'll only link the most recent released one.

The only thing I have to say is that Solar is the best thing on the map system... xD

Link to comment
Share on other sites

UN -tis UN -tis Un -tis thats the sound of music while im stripping off my shirt. I need dollar bills and i dance for them.

Link to comment
Share on other sites

UN -tis UN -tis Un -tis thats the sound of music while im stripping off my shirt. I need dollar bills and i dance for them.

You'know KK, this is why I avoided the "It's getting hot in here, so take off all your clothes" quote. XD

Way to prove me wrong damn you. :P

Link to comment
Share on other sites

Oh come on, I try to bring the lawls! And proving people wrong is in my nature :P So hows you?

  • Like 1
Link to comment
Share on other sites

×
×
  • Create New...