Make it Play it Don't Die, I made a way you can design yo...

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Make it Play it Don't Die, I made a way you can design yo...

Postby Sgt. Sparky » Tue Feb 27, 2007 3:09 am

Make it Play it Don't Die, I made a way you can design your own level and stuff :D
the options: the square with the spiked top is a trampaline,
the square is the ground, the flatish round thing is a mine.
to erase use right shift and move the mouse close to the actor you want to erase,
to create an actor slect the tpye you want to draw then use the right mouse button,
grid snap is while left shift is held down. :D
to move the map around: click on the background and drag it.
to move to the game center press h,
to exit the game from game mdoe use esc or e. :D
the controls in game mode are:
use w to jump,
use a to walk left, use d to walk right.
try to avoid all the mines :twisted: (the roundish flat things)
please tell me if there is ANYTHING you would like to have in this game,
I will soon add a background color change,
also I will make a Spike tile that you can draw in four diferent shapes :D
please tell me of any gliches you find, hope you enjoy!
remember this is only a beta version :)
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Here is the Game:
Attachments
MIPIDontDie.zip
8)
(658.77 KiB) Downloaded 157 times
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Right now (10/14/2009) I'm working on some C++ projects, but I might be able to help if you have some Game Editor questions. :)
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Postby Troodon » Tue Feb 27, 2007 7:41 pm

Is it possible to save the made map?
I can't die, I already tried
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Postby Sgt. Sparky » Tue Feb 27, 2007 8:34 pm

:( not yet,
I would need an array of 100000+ for the map I would like to make with it :(
but what would you like to have in this game that is not allready there?
:D
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Postby Caaz Games » Tue Feb 27, 2007 8:38 pm

i think it needs colors other than that it's cool!

p.s. why do your games make my games look like crap?
p.p.s. how do you make animation? mine always end up popping all over the place.
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Postby Sgt. Sparky » Tue Feb 27, 2007 8:40 pm

huh?
what do you mean by that?
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Postby Sgt. Sparky » Tue Feb 27, 2007 8:40 pm

I am going to make a version of CammandoMan like this :D
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Postby Caaz Games » Tue Feb 27, 2007 8:42 pm

what do i mean by what?
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Postby Sgt. Sparky » Tue Feb 27, 2007 8:46 pm

by what you just said, :lol:
*runs away from the computer*
that was the 12th reply in the last 5 minutes!
:cry:



:lol: :D
do you have MSN? :)
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Postby Caaz Games » Tue Feb 27, 2007 8:48 pm

how do your games look 3Dish?
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Postby Sgt. Sparky » Tue Feb 27, 2007 8:49 pm

draw a bunch of lines close together that are different colors,
it gives a 3D shading :D
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Postby Caaz Games » Tue Feb 27, 2007 8:51 pm

oh that sounds like it will take alot of time, what drawing program do you use?
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Postby Sgt. Sparky » Tue Feb 27, 2007 10:35 pm

psp7, but I do not like the 3D effects, that is why I draw lines. :D
so I can get a custon Shaded shape :D
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Postby Caaz Games » Wed Feb 28, 2007 3:17 pm

psp7? Whats that?

the closest thing i could get to 3D is

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Postby morcior » Wed Feb 28, 2007 6:25 pm

grid snap doesnt work

even if it did, your pieces don't match the grid. you should design your pieces in a size that divides into the grid size you've settled on. eg, if you make a grid of 15x15, then make sure your pieces width and height is divisible by 15.

also grid snap should always be on, no need for a modifier key since this is a tile based level!!

saving is also pretty simple. you dont need any particular sized array... decide on a maximum number of tiles:

Code: Select all
#define MAX_TILES 1024


make a struct to represent a tile, declare the array as MAX_TILES and then basicly just dump the memory to a file. Use the first 2 bytes of the file to store the number of tiles (integer).

Code: Select all
typedef struct
{
    char type;
    int x;
    int y;
} gameTile;

gameTile tiles[MAX_TILES];
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Postby Sgt. Sparky » Wed Feb 28, 2007 7:52 pm

okay.
:D
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