Pyrometal's MazeMan Edited

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Pyrometal's MazeMan Edited

Postby Paperboy » Sun Dec 07, 2008 9:52 pm

Here is Pyrometal's Game called Mazeman that I added Cheats to!

Cheats are:
CHEATS: EFFECT:

1.LEVEL2 1. GO TO LEVEL2 *****
2.ADDHP 2.GET FULL HEALTH
3.HOLD Z+SPACE 3.SUPERJUMP
4.REMOVESPIKE 4.REMOVES THE SPIKES
5.UPSIDEDOWN 5.MAKES U UPSIDEDOWN
6.RIGHTSIDE 6.MAKES U FACE RIGHT
7.LEFTSIDE 7.MAKES U FACE LEFT
8.NORMAL 8.MAKES U RIGHTSIDEUP
9. 9.
10.EXIT 10.MAKES U EXIT THE GAME

Sorry for no Screen Shots!Its the same as Pyrometal's Screen Shot.
Here is the game:
Attachments
MAZEMAN-Cheats.zip
(437.24 KiB) Downloaded 189 times
Last edited by Paperboy on Sun Dec 07, 2008 11:51 pm, edited 1 time in total.
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Re: Pyrometal's MazeMan Edited

Postby Paperboy » Sun Dec 07, 2008 9:56 pm

Also here is the Cheat Txt:
Attachments
CHEAT TXT.zip
(340 Bytes) Downloaded 160 times
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Re: Pyrometal's MazeMan Edited

Postby pyrometal » Mon Dec 08, 2008 12:30 am

lol, nice addition! That is certainly a different way of playing my game for sure! Will you try to make a level for it too? ttyl!

--pyro
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Re: Pyrometal's MazeMan Edited

Postby Paperboy » Mon Dec 08, 2008 11:53 am

The problem is that I don't know how to make him go to a new spot. Instead of the Load Game spot I tried to make it so that if you fall through that hole a screen will pop-up? I couldn't do that because I didn't know how to. This is whats in side the Level_End thing: collision-any side of MazeMan-Script Editor:

if(!var1)
{
STATE = 10;
inv = 0;
Player_HP = 0;
SAVE_LOCATION++;
saveVars("Saved_Game", "Data");
var1 = 1;
ChangeAnimation("Event Actor", "Level Check", FORWARD);
collide.x = x;
collide.y = y;
}

But how do u make him go some where else?
I am guessing that we can delete because the load game is gone, right?
SAVE_LOCATION++;
saveVars("Saved_Game", "Data");
But I still dont know how to make him go somewhere else!
Can you please help me?
After I figure out this ill probably be able to make another level!
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Re: Pyrometal's MazeMan Edited

Postby zygoth » Tue Dec 09, 2008 3:33 am

I have made three new levels so far. I am trying to make original and new stuff but it takes a lonnnnng time. If you want I can upload them later but not now because I have homework to do. Anyway, Pyro, if you want to see them early just PM me or something.
The code was a little confusing but overall pretty easy to work with once you get it figured out. I don't have time to explain what all the variables are right now, just experiment a little and you will figure it out. Some of the things I am doing/will do:

Thin platforms(can only land on them from 2 directions)
Loading block--finished, can choose which level to go to(progress is still saved as you advance)
Red spikes--instant death
fixed the loading breakable/key blocks glitch
And a few surprises...

If this will help...
CAMX and CAMY--the variables of the coordinates of the beginning of the current level.
death initiates any loading
CBY, CTY, CRX, CLX--the barriers for the screen when scrolling vertically or horizontally.
screen is 16x12 of 20x20 pixel blocks
check the draw actor of mazeman for most events
learn how to use switches and cases--just look at pyro's code

Zygo
Nova: 100% Vertigo/Mazeman: 100%
Visit my website to download them both! http://www.ketonegames.com
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Re: Pyrometal's MazeMan Edited

Postby pyrometal » Tue Dec 09, 2008 4:30 am

Its been a long time since I looked at Mazeman's code, but I do recognize all the ones you have mentioned since they were fairly important ones. And yes I would love to see these new levels and gadgets! Sounds fun! I really want to see the feeling people get playing Mazeman not knowing the level layout like the back of my hand. You can PM me to arrange things whenever you are ready! To Paperboy, zygoth pretty much outlined the things you need to be looking at for level making... Take a good look at them and, if you still have problems with a few things, feel free to PM! ttyl both!

--pyro

(now back to coding my game engine... lol, it's retardedly long to make in C... but it works well!)
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