Stickman The Isane Warrior: Now available

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Re: Stickman Demo (Let's Play Controller added)

Postby skydereign » Wed Jan 05, 2011 6:01 am

That problem you are having is moonwalking. To fix this you need to learn how to deal with it. There are plenty of examples of how to fix it, as well as some good demo games that show you what to do. I'd suggest the state method. Here is a game with moonwalking fixed though it doesn't have an attack implemented. If you need anything explained feel free to ask.
http://game-editor.com/forum/download/file.php?id=6765
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Re: Stickman Demo (Let's Play Controller added)

Postby Wertyboy » Wed Jan 05, 2011 11:35 am

i have tried this demo but, what about when i haven't any jump and fall sprite?
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Re: Stickman Demo (Let's Play Controller added)

Postby skydereign » Wed Jan 05, 2011 8:59 pm

Well I'm not saying to copy the demo, what you should do is try to understand it. It makes sense logically, and if you can follow that logic, preventing moonwalking should be easy. The key is to remember that each value of state holds a different state for the player. You can then use a switch statement to separate all different scenarios, by having one in all events.

Since you don't have a jump or fall animation, you can take out the fall (as it has no use in your game), and instead of changing the animation to jump, change it to standing or running, whichever your game needs. You still need a value reserved for jump in your state variable, because it allows you to determine if you can jump, and how you react to certain things.
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Re: Stickman Demo (Stucking in Moonwalking Lair :( )

Postby Wertyboy » Wed Jan 12, 2011 11:53 am

almost understand :D
But, im still in Moonwalking Lair, help me by type the easy code on the Lair's Door
(I mean anyone have easy code for anti-moonwalk?)
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Re: Stickman Demo (Stucking in Moonwalking Lair :( )

Postby skydereign » Wed Jan 12, 2011 9:47 pm

You really need to define simple. The state switch method is simple. All you need to know is how to use a switch statement, and of course a variable. The variable, usually called state, holds what the player is doing (standing, running, etc...). Usually you want to have it include direction.

On an event, keydown right, you use the switch statement.
Code: Select all
switch(state)
{
    case 0: // if standing right
    //ChangeAnimation to run
    state=2; // run right
    break;

    case 1: // if standing left
    //ChangeAnimation to stand right
    state=0; // stand right
    break;

    case 2: // if running right
    // do nothing
    break;

    case 3: // if running left
    // ChangeAnimation to stand left
    state=1; // stand left
    break;
}


The switch statement breaks up all possible states the player is in. In this example the player can only stand and run. So, if you hold right, you can tell the player exactly what you want it to do, given a certain state. Take case 2 for example. Since case 2 is already running, you don't need the player to do anything. But, if the player is running left (which will mean key left is pressed), the player will stop and face left.

Each event that you want the player to react to should use a switch statement. So, keydown right/left, keyup right/left, collisions with the ground, and so on. Any event that will change the player's animation should have a state.
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Re: Stickman The Isane Warrior (Secret Inside Game)

Postby Wertyboy » Sun Feb 13, 2011 11:26 am

Huh...... do you think there are 5 level in game?
If yes, you are right :wink: , but there are a lot of secrets inside Adventure Mode :lol:

Small Secrets has added to Last Demo:
This one is hidden in game
Image
Secrets Areas (Not all secrets areas)
Image

Note: Click the "Last Demo" text :D
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Re: Stickman The Isane Warrior (Progress Updated 2/21/2011)

Postby Wertyboy » Mon Feb 21, 2011 2:53 pm

Progress Updated: 2/21/2011
Story: 46% (LV1 - 2 - 3 - 4 - 5 - Windrider - Garnox - Inoky)
(Windrider Mission for Chapter 3)
(Garnox Mission for Chapter 4 Part 2)
(Inoky Mission for Chapter 4 Part 3)

New Feature:
- Johnny now can swim (no change sprite)
Image
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Re: Stickman The Isane Warrior (Progress Updated 3/5/2011)

Postby Wertyboy » Sat Mar 05, 2011 10:39 am

Progress Updated 3/5/2011 (thx Bee and Schnellboot)
New:
- Fixed text message (Thx Bee)
- New Splash Screen (Thx Schnell)
- Change: Chapter 3: In The City to The Doodle World (Thx Bee)
- Change: Chapter 4: Inside Ocean to Underwater (Thx Bee)

Image
Image
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Re: Stickman The Isane Warrior (Progress Updated 3/5/2011)

Postby Bee-Ant » Sat Mar 05, 2011 11:23 am

1. Better splash screen :D
2. It's "going to explode" not "going explode" :)
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Re: Stickman The Isane Warrior (Progress Updated 3/5/2011)

Postby Wertyboy » Sat Mar 05, 2011 11:26 am

Bee-Ant wrote:1. Better splash screen :D
2. It's "going to explode" not "going explode" :)

oh thx
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Re: Stickman The Isane Warrior (Progress Updated 3/5/2011)

Postby Bee-Ant » Sat Mar 05, 2011 3:45 pm

The sound and the voice sound familiar...
Did you get it from my Darkboy game?
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Re: Stickman The Isane Warrior (Progress Updated 3/5/2011)

Postby Wertyboy » Sun Mar 06, 2011 2:36 pm

Bee-Ant wrote:The sound and the voice sound familiar...
Did you get it from my Darkboy game?

:( yeh.... sorry not ask you before (actually got it from WB Fighting Demo)
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Re: Stickman The Isane Warrior (Progress Updated 3/5/2011)

Postby Bee-Ant » Sun Mar 06, 2011 4:26 pm

It's okay ;)
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Re: Stickman The Isane Warrior (Progress Updated 4/6/2011)

Postby Wertyboy » Wed Apr 06, 2011 3:35 am

Progress Updated (4/6/2011):
- 2 New Secret Level (e-mail or PM me to take a look)
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Re: Stickman The Isane Warrior (Progress Updated 4/7/2011)

Postby Wertyboy » Thu Apr 07, 2011 3:28 pm

Everyone please care this topic
Anyway, the secret boss in Johnny's Backyard (His name Bosso-O-Matic, just called him Bosso)
Thx Bee for the music
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