Apache Game

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Apache Game

Postby d-soldier » Sat May 05, 2007 11:29 pm

My current Apache arcade shooter game is coming along pretty well (looks real nice) but I'm having difficulty with the placement/creation of enemys. I tried to figure out the 1945 demo in regards to how the bad guys are placed withing GE, but I dont understand it... with the splash-boxes, and stop-boxes, etc... it doesnt make sense to me... So, if anyone understands it and feels like breaking it down for me, I'd appreciate it!
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Postby makslane » Sun May 06, 2007 2:47 am

Ask to the creator: jazz_e_bob
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Postby jazz_e_bob » Sun May 06, 2007 11:43 pm

The view scrolls upward.

The view is followed by an actor called "enemy activator".

Enemy activator is an actor that covers the entire screen. ( It could also be done with a filled region. )

As the view scrolls up the enemies collide with the enemy activator. The collision event activate them.



The stop boxes are simply markers to tell certain enemys to stop at that point. For example a ship might move down the screen but then stop.

Level_splash and level_01 are just markers for the view to jump to.

If you move the view to level splash you can see the splash screen.

If you move the view to level_01 you begin level 01.

This was set up so that I could write more levels later on.



I hope this helps.
Controlling complexity is the essence of computer programming.
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very

Postby d-soldier » Mon May 07, 2007 4:23 am

Very helpful, thank you very much... As far as the enemy activator goes, does it somehow help to save memory, like an activation region? What is the advantage rather then just having move down at the same speed(the view remains stationary)? Great little game though, anytime I open it up the amount of actors and variables is very intimidating! Thanks again.
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Postby jazz_e_bob » Mon May 07, 2007 4:54 am

I suppose you could do it the other way around. But then you would have to make the background and islands move downwards.

It just made sense to me to model it the way it works in real life. The camera follows a plane across the ocean and when enemys come into view they do their thing.
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Postby d-soldier » Mon May 07, 2007 7:06 am

I see what you are saying, and it does make sense... I was just curious if it was more memory effecient that way. Thanks for the help, it will be very useful!
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Postby Fuzzy » Mon May 07, 2007 9:25 am

Its visually efficient.
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Postby berighteous » Mon May 07, 2007 8:14 pm

Jazz - I would love to see a detailed tutorial set covering the whole game.

D-soldier - How many games are you working on??
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Postby d-soldier » Mon May 07, 2007 10:14 pm

eh? Just this one... I started with the Retribution game, but I was able to tell (by all the things I wanted to do, but didn't know how) that I needed to start with something more simple. So now I'm working on this one, which will go through level 1 (only), and then I'll use the game (scripts/setup) to develope a WWII version (even better)... So just this one for now. :lol:
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Postby jazz_e_bob » Tue May 08, 2007 1:00 am

berighteous wrote:Jazz - I would love to see a detailed tutorial set covering the whole game.


I can't see it happening in the near future. Too busy right now. Sorry.
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