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Star Fox: 2D [Ver. 1.0.1]


Tailsz

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WHy so super serious?

Why shouldn't I be? :trollface:

I just felt like it. Me and my friend constantly do this when we trade resources and other materials for our projects. He would constantly sign his with "By the way, this message will explode in 1 second."

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Two basic enemies have been successfully added into the game. Thus, I have crossed it off the goals section and wrote [MISSION COMPLETE] beside it! Huzzah!

Create Event:

execute code:

 

alarm[0] = 10

Electro=0

image_speed=0.10

 

 

Destroy Event:

execute code:

 

effect_create_above(ef_explosion,x,y,0,c_red)

obj_Arwing.Score+=1

if(Electro){

    obj_Arwing.Score+=1 }

 

 

Alarm Event for alarm 0:

execute code:

 

if(y > view_yview[0]+0 && y < obj_Arwing.y-175) { instance_create(x,y,obj_enLaser) }

alarm[0]=25

 

 

Step Event:

execute code:

 

if(y < obj_Arwing.y-125){direction = point_direction(x,y,obj_Arwing.x,obj_Arwing.y-35)}

 

if(y >view_yview[0]+0) { speed=5.4 }

if(y >view_yview[0]+500) { instance_deactivate_object(self) }

 

if(collision_rectangle(x-8,y-8,x+8,y+8,obj_Laser,false,true)){

    with(instance_nearest(x,y,obj_Laser)) { instance_destroy() }

    instance_destroy()

    }

 

 

Collision Event with object obj_Laser:

execute code:

 

instance_destroy()

 

 

Draw Event:

execute code:

 

draw_sprite_ext(sprite_index,image_index,x,y,1,1,direction,c_white,255)

That is all for the Squad Leader. Ain't it beautiful?

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Updates are looking good, keep up the good work :D

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I think that in all range mode instead of having your ship bounce back, it should come up from the other side. It looks better for 2D. So if you are flying forward, you appear behind.

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Updates are looking good, keep up the good work :D

Thank you very much! I just finished off all the collision detection for the enemy ships so they actually do die now.

I think that in all range mode instead of having your ship bounce back, it should come up from the other side. It looks better for 2D. So if you are flying forward, you appear behind.

Sounds like a plan. I'll add it in right now.

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obj_Arwing

- Update Sprite

- Now wraps around the map in All Range Mode

obj_SqdLeader

- Updated Sprite

- Fixed a bug were points weren't distributed upon death

obj_SqdShip

- New Sprite -- Compact sized fighter ships

- Now follows nearest instance of SqdLeader

- Does not change targets when near another SqdLeader

- No longer rockets to the top of the screen upon SqdLeader death

- Fixed a bug were the game would freeze when the SqdLeader died

- Fixed a bug were the ships would idle in place when the SqdLeader died

- Now grant bonus points upon being killed by the homing lasers small explosion radius

- New collision detection events integrated

Other

- Replaced all placeholder sprites with the new ones

- Stored any unused sprites/objects/sounds/backdrops/scripts in a "Unused" folder

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cool looking forward to the next installment!

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cool looking forward to the next installment!

Just five more goals! :D

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ONLY FIVE MOAR GOALS!

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Updated the Squad Ship sprites to be more current with the other ships

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I've been kidnapped, so I'm at my friends until Wednesday or Thursday, meaning no development til then. (I've been procrastinating the pause screen anyways)

On another note, I have a designs for the "Mission Start"

1. Top half scrolls from the right hand of the screen

2. Bottom half scrolls from the left of the screen

3. [sound effect here]

4. fades off

Oh and I have one for the "Mission Complete"

1. [sound effect]

2. "Mission" appears

3. [sound effect]

4. "Complete" appears

That's really all... I also have an idea for the pause screen

1. Has two options: "Continue", and "Exit"

2. Shows how many lives you have

3. Current mission

In theory when I have to do a pause sequence, I'll have to go into the HuD_object and create a "gamePause" public variable (That way I don't have to call it for each individual object) because it's an object that is in every room and is never destroyed.

In practice, it should go a little like this. Using the Arwing as an example.

If gamePause = true

[stops all step events (Which is all the moving, button presses, collision detection code)]

Sets the image speed to 0

Hmm... Now that I had time to think about it. It doesn't seem that hard... Maybe because I had a little time to think about how I was going to do it. Damn, always when I'm away from my computer too.

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Get 'er done! Can't wait for the next update!

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Well, I get home today so I can get to work on my theory above that I have most likely already forgotten what I was going to do with. Just like me forgetting what else I was going to write here but I forgot... I suppose.

Also, I probably won't be working on the project immediately 'cause I want to recover from the latest dose of insanity known as my friends. :P (And if you know what "PSwG" is, this is what I torchered my friends with. Muahahaha.)

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Currently updating the Game Information - Change Log area with version [0.0.3] and [0.0.4] stuff.

I added the global.gamePause variable to the HUD because as I said, it's the only object that persists through all rooms. (Exception of the titlescreen and main menu area of course. xD) I also changed the reset room key to R instead of Enter. Enter is going to be the pause key.

Currently only the Arwing pauses at the moment. incomplete The pause is now complete for the Arwing


if(PressEnter) {

    if(global.gamePause == false && !pause) {

        pause=true

        speed=0

        image_speed=0

        global.gamePause = true }

    if(global.gamePause == true && !pause) {

        pause=true

        speed=m_speed

        image_speed=0.10

        global.gamePause = false }

    pause=false

    }

The Enemies also pause now including the enemy Laser sequence and enemy laser aswell as the Arwing's laser.

Edited by Tailsz
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Okay, I have officially finished the pause engine. All objects (Except the HuD as it controls a lot of variables and game functions, one being drawing the heads-up display) freeze upon pausing and no key input other than un-pausing it will work now.

I also added Squad collision on the Smart Bomb and fixed a bug where the Smart Bomb wouldn't destroy enemy ships.

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Yeah smart bomb! destroying one evil scum bag at a time!

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destroying one evil scum bag at a time!

Makes me think how I'm going to handle the bosses with the Smart Bomb... xD

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Two dimensional starfox bosses... Could be interesting...

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Two dimensional starfox bosses... Could be interesting...

This raises up a bigger point. What innovation can I bring to a 2D StarFox boss?

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Added desync image speeds for all animated sprites

image_index=rand(0,1)

Added a "Pause" menu that pops up when you press Enter

- Fixed a bug where it wouldn't appear in On Rails mode

Renamed 'rm_beta_menu' to 'rm_MainMenu'

- Fixed all bug pertaining to room changes

Smart Bomb now properly destroys SquadLeader and SquadShip objects

Smart Bomb now has proper collision detection

Added a few things to Game Information

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I've fixed collision detection on the enemy and the player.

Fixed collision on the enemy laser and the player

Fixed a bug were rapidly tapping Enter so fast it would continue to let the music from the intro play in the main menu.

Reduced the Pew Pew sound from the lasers.

Currently I've skipped over goal 4 and moved onto replacing the ugly popup menus with custom game-powered ones that will save the enviroment.

I was also busy re-writing the shooting script. The game no longer creates duplicate lasers when rapidly tapping Z.

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What innovation can I bring to a 2D StarFox boss?

Take inspiration from the Sparx levels in Spyro 3. They're interesting boss fights and they're top down, you can shoot things etc.

Maybe some spots on the wall and when they open enemies come out but you can only damage the boss by shooting them when the hatches are open (no bill reference intended). Or perhaps just a vertical Attack Carrier style enemy.

Star Wolf goes without saying, but how to incorporate their AI...

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Star Wolf goes without saying, but how to incorporate their AI...

Their AI will be as simple as baking a cake. Just reading that gave me dozens of different ideas of how to handle Star Wolf fights if I do end up adding Star Wolf to the game.

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STAR WOLF! OH nooooes!

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STAR WOLF! OH nooooes!

*Queues dramatic music*

On a more serious note, I'm currently in the amist of rewriting the entire menu script from scratch.

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