Tutorialzzzz

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Tutorialzzzz

Postby DST » Wed May 20, 2009 1:54 am

Here's a start, Hblade. Homing missiles that intelligently pick their targets from all available enemies; while at the same time, only checking every 10 frames to see if their target is still alive and if they need to pick another.

thus our maximum targetfinding happening at once is never more than 1 per frame, (rather than ActorCount("missile") # of times per frame!) if we had made it a normal draw actor.

Click on player (upper right hand corner) to make him fire homing missiles at enemies.

homingscript1.zip
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We could make the missiles even more intelligent, but we really don't need to. As long as the missiles are blowin stuff up, the player will be happy.
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Re: Tutorialzzzz

Postby Hblade » Wed May 20, 2009 3:28 pm

Woah, thanks DST.
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Re: Tutorialzzzz

Postby DST » Fri May 22, 2009 2:08 am

Smooth Scrolling - Climb the blocks to get the jump boots, or go right to see the scrolling.

The trick here is that during say, a vertical scroll, player can go to the right and left edges of the screen; so when he touches horizontal or normal again, you have to make sure that he's in the right spot, or the screen will 'jump' to find him. Its not hard, you'll see i found the 'right spots' for these very easily.

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Re: Tutorialzzzz

Postby Hblade » Fri May 22, 2009 3:09 am

Amazing DST :D.



It's not smooth though, it's amazing yeah, but it still lags when moving on the screen. Unless it's just this laptop.
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Re: Tutorialzzzz

Postby pyrometal » Fri May 22, 2009 4:19 am

probably your laptop, this works just fine for me!
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Re: Tutorialzzzz

Postby Hblade » Fri May 22, 2009 3:27 pm

Awesome, in that case it wont lag for everyone, so I'ma use it :D> Ty DST ^^.
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Re: Tutorialzzzz

Postby DST » Fri May 22, 2009 5:02 pm

Custom Level Editor

UPDATE: I realize that most of you would be expecting a level editor that makes tiles, not clones.
This one only makes clones, and also an txt/dat file of the level.

1. you may be able to create tiles using global script, and also considering ge is open source and you can access the internals of the program.

2. you can export the arrays as text and use them in another piece of software - one that will allow you to make large level graphics out of them, using blocks and tiling them, but outputting single huge png's - like many ge games are done.
Considering what some of the forum members did with the 24bit bmp functions, you can probably do it right in ge.

3. creating levels via an editor means you have the levels stored forevermore. If sony tells you they want you to port
your game to the psp - sure would be nice to have those level files handy!
/UPDATE

Here's how you make your own level tile editors (if you don't like using the built in one ge offers).

There's nothing wrong with using your own, you can make it how you want it to be. Also, they're great to include with your game so that users can make their own maps! This is also a great idea when creating enemies; you can read those from a file as well so users can input custom enemies without you having to recompile the game.


This file seems to be sluggish when mouseclicking on tiles, only on erase (erase function needs some work).

Click a tile at the top and click on the screen to place it. YOu can hold down the mouse and drag to draw walls.

Use the arrow keys to move the view around; this level is 2000 x 1000 tiles (32 x 32) which is a total size of 64000 x 32000 pixels, or 100 screens horizontally(at 640x480 res) and 75 vertically - that is a huge level!

leveleditor.zip
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Last edited by DST on Wed May 27, 2009 11:10 pm, edited 1 time in total.
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Re: Tutorialzzzz

Postby Hblade » Wed May 27, 2009 3:19 pm

DST, your methods are confusing.
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Re: Tutorialzzzz

Postby DST » Wed May 27, 2009 11:04 pm

Yeah, they confuse me sometimes too.

But not as much as looking at a script with 50 'if' statements!

That's why its worth putting thought into - its hard but not as hard as doing it the hard way! lololol
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Re: Tutorialzzzz

Postby Hblade » Wed May 27, 2009 11:07 pm

Lol.
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