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EvilMariobot's WIP Topic; Now with more W and P
Topic Started: Aug 7 2010, 10:43 PM (4,407 Views)
EvilMariobot
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So, who want's an ICBM?
[ *  *  *  * ]
AuraLancer
Jan 15 2011, 01:58 PM
Oh are you building Fire Temple? I have some of the enemies for it (baby dodongos, torch slugs) the rest Evilmariobot has, or smbmaster, I forget. I also have the tiles. If I can get the other enemies I'll put it together into one convenient package for you.
He's building Ganon's Castle.
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AuraLancer
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Dragoon rule #1: Don't jump indoors.

Oh ok. Well then Mr. Cutman, my advice to you is to just build the rooms and not worry about making the stage flow properly. The MKF engine is not currently capable of making Ganon's Castle work how EMB designed it. That's something we'll have to fix ourselves.
I'll just have to... Posted Image
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Kung Fu Cutman
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Greenhorn
[ * ]
Quote:
 
He's building Ganon's Castle.


Indeed I am, but I could still do with the enemies and tilesets etc from the fire temple, as they are still used in this level.

And I currently have a question about the room representing the shadow temple, from what I understand, the blocks only become visible when the Lens of truth block is hit, and it is timed so they become invisible after a while, but I want to know whether you want them to just disappear from view, or completely vanish altogether so they aren't even a collision anymore (Like the p-switch blocks that I'm currently using as a placeholder).

The latter is easily done, but if you want them to still be physical, even when the switch is off, then I'm going to have to code some extra stuff which will take some time.
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AuraLancer
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Dragoon rule #1: Don't jump indoors.

Kung Fu Cutman
Jan 16 2011, 07:43 AM
The latter is easily done, but if you want them to still be physical, even when the switch is off, then I'm going to have to code some extra stuff which will take some time.
I made those long ago, you don't have to do a thing. Obreck externalized them though, making them difficult to work with.

In the source, the actual blocks are called obj_lensplat and look like a red box with the number 17 on them. The blocks that switch them on and off are called obj_lensblock and is also a red square with a fifteen on it. obj_lensplat is in Objects > Platforms > Custom and obj_lensblock is in Objects > Blocks > Other

In order for them to show up properly when you play/test the game, you need to put this code in the leveltile's creation code:

Code:
 
varspr15 = "external/Sprites/Lufia/spr_lensoff.gmspr"
varspr16 = "external/Sprites/Lufia/spr_lenson.gmspr"
varspr17 = "external/Sprites/Lufia/spr_lensplat.gmspr"
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Kung Fu Cutman
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Greenhorn
[ * ]
Ah, thank you very much, my job is much easier when people do half the work for me hehe...

And just a heads up, I've done the collision structure for all of the rooms now, it's just a matter of tiling everything, getting some enemies that I currently do not have, and setting up the views in the tower.

EDIT: The Lensplat graphic is awkwardly big (32x32) which conflicts with the design of the level, would it be okay to just change the sprite size to 16x16 or should I try to find another way around it?
Edited by Kung Fu Cutman, Jan 16 2011, 02:05 PM.
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AuraLancer
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Dragoon rule #1: Don't jump indoors.

Kung Fu Cutman
Jan 16 2011, 01:45 PM
EDIT: The Lensplat graphic is awkwardly big (32x32) which conflicts with the design of the level, would it be okay to just change the sprite size to 16x16 or should I try to find another way around it?
You'll have to work around it, it's already in other stages.

Anyway, I'll PM you the source with the Fire Temple stuff in a bit - I'm putting it together now. As for the Forest Temple section, you'll need to get that stuff from Ultimate Gamer.
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Del
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Spriter, level designer, coder, etc.

I guess you can either clone the object and make it use a different sprite, or use the same and change its sprite index in the room's creation code. You just need to make sure the draw event lets you do this.
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Kung Fu Cutman
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Greenhorn
[ * ]
Heh, I was just about to post that I had done this, I made a new object and called it lensplat1, so now we have both a 32x32 block, and 16x16, works perfectly.
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AuraLancer
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Dragoon rule #1: Don't jump indoors.

Can't hurt to have a smaller one.
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Kung Fu Cutman
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Greenhorn
[ * ]
Exactly, I've used both throughout that part of the stage, so it gives it a little variety as well as functionality.
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Kung Fu Cutman
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Greenhorn
[ * ]
Well, I've had some interesting errors, mainly involving AuraLancer's extra resources.

After much copying of objects from one project to another, I had four new things, The LikeLike, Dodongo, Fire Keese and Bomb Plant. (The only ones I needed for the fire section) And I had some amazing outcomes, The LikeLike ate me up like I expected and ten got pelted with my spartan deathsword, with no clear animation that it was being hurt.

The fire keese just fidgeted around in a small spot and when it died it just floated still in the air, giving me 300 points every time I hit it.

the bomb plant just turned into part of the scenery, being impossible to touch or interact with.

But my favourite by far was the dodongo, which was completely invisible, and when it's object came into view, it shot out 3 '? boxes' in different directions which did virtually nothing.

While amusing as it was, it was no use to me, so I fiddled around with the parents and the sprite masks (The only things I missed) and had some luck, I now have a wonderfully swooping Fire Keese, a LikeLike which frankly hasn't changed, a bomb plant that constantly plays an animation and when you try to pick it up, he goes into the picking up animation, and comes out empty handed...

So, firstly I need some help with a hurt anim of some sort, and I also need to know where to find a certain obj_deactivation for the dodongo, who is still useless.
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Del
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All these errors sound like if you missed adding some collision events, did you put them all back after merging? They get deleted, but you probably knew that already, anyway take a look ;p

Quote:
 
The fire keese just fidgeted around in a small spot and when it died it just floated still in the air, giving me 300 points every time I hit it.


Check its death code in its step event and Mario collision event, maybe it uses some old or wrong script? Or it's missing the instance_destroy() line somewhere.

Quote:
 
the bomb plant just turned into part of the scenery, being impossible to touch or interact with.


sounds like it's missing its collision event with Mario and/or obj_parweapon

Quote:
 
But my favourite by far was the dodongo, which was completely invisible, and when it's object came into view, it shot out 3 '? boxes' in different directions which did virtually nothing.


That one sounds like it's trying to create an object that doesn't exist, check its code and find which one it is, there's a chance it was in some other folder that wasn't merged o_O

Quote:
 
So, firstly I need some help with a hurt anim of some sort, and I also need to know where to find a certain obj_deactivation for the dodongo, who is still useless.


It's in the parents folder, and for a hurt animation take a look at any other enemy with hitpoints, like the metal slug rebel soldiers or tanks, it's set so whenever it gets hurt by Mario or weapons, it triggers alarm[4], which is the flash red event, but you need to make sure you copy/paste alarm[4] and [5] from some other enemy that has it. Also the draw event needs to support this. Unless you want some hurt animation that uses different sprites, that would be more complicated, change its sprite_index to the hurt one in alarm[4] and then in alarm[5] tell it to go back to normal.



Edit: wait, do all these errors happen only in the source you're merging them into? or do they happen in the original one Aura sent you too?
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smbmaster99
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Is now 20% cooler

That's odd...

Perhaps it's a way you imported them? They still work fine for me:
[utube]http://www.youtube.com/watch?v=AmAiETNBps0[/utube]

But wall that Del said sounds pretty accurate. The objects and sprites you imported probably didn't import correctly. Sometimes sprites of objects that enemies create are the ? blocks when the game can't find the sprites you told them to be XP
Edited by smbmaster99, Jan 18 2011, 07:52 PM.
Yay, a Zelda-inspired fangame:
Flame the Dragon
(No, not the one from Spyro: A Hero's Tail)

The following video is what I pulled from my mind after eating a kit-kat bar:
[utube]http://www.youtube.com/watch?v=S86KWngzJNc[/utube]

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XD
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Silent
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Pineco
[ *  *  * ]
Oh hey, I remember that vid. Those enemies should be implemented somewhere in the game, you really did a good job on them, smbmaster!
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Del
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Spriter, level designer, coder, etc.

Pump Man
Jan 18 2011, 07:41 PM
Oh hey, I remember that vid. Those enemies should be implemented somewhere in the game, you really did a good job on them, smbmaster!
How can you remember that vid when he just uploaded it today o_O


And yes, I was wondering if those errors kung fu cut man got happened in the original source or in the one he merged them into, yeah you're not merging them right.



These are the steps you have to follow when merging objects:

1- Delete EVERYTHING else from the original source, even Mario and collision objects, etc., everything except the sprites, objects, sounds and whatever the new enemies could use. Make sure you export everything the enemies use, like projectiles etc., that's why all the new content should be put in 1 folder to avoid confusion or extra work.

2- Export resources. Uncheck everything, only keep the ones the new objects use like: objects, sprites and sounds.

3- Open the source you're going to merge them into, and import. CHECK "keep original", that's important.

4- Open all the new objects 1 by 1, and give them the parents they had in the original source again, you will have to open the original source again to undo all the deleted stuff. Give them their parents back, masks and all the collision events. Copy/paste the code from the original source and make new events and give it back to them. Game Maker 8 is dumb and deletes all the collision events and parents when you import resources.

5- Test to check everything is fine.
v READ THE FAQ

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READ THE FAQ ^
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Silent
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Pineco
[ *  *  * ]
Del
Jan 18 2011, 07:47 PM
How can you remember that vid when he just uploaded it today o_O
Lol, I made a mistake. I just remembered that it wasn't a video, it was a screenshot he uploaded some while ago of those same enemies...
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EvilMariobot
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So, who want's an ICBM?
[ *  *  *  * ]
smbmaster99
Jan 18 2011, 05:51 PM
[utube]http://www.youtube.com/watch?v=AmAiETNBps0[/utube]
Good to see my spritework in action. ^_^
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AuraLancer
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Dragoon rule #1: Don't jump indoors.

I changed the explosions to the Zelda explosion and fixed the bomb flowers' reactions to explosions, but otherwise everything is the same.

I have to ask though, since I didn't look myself - What exactly is the difference between the Keese and the Fire Keese. Besides the flames.
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Sacorguy79
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THIS...IS...POLITICS!
[ *  *  *  * ]
I love the Like-Like the most. Neat effect on how he can steal your reserve item.
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EvilMariobot
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So, who want's an ICBM?
[ *  *  *  * ]
AuraLancer
Jan 19 2011, 01:31 AM
I have to ask though, since I didn't look myself - What exactly is the difference between the Keese and the Fire Keese. Besides the flames.
They're supposed to be immune to direct contact attacks (stomps, spin attacks and shoulder charges). They should also be immune to fire attacks. The same applies to the Torch Slugs.
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EvilMariobot
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So, who want's an ICBM?
[ *  *  *  * ]
I'm declaring Ganon's Castle once again available for volunteers to construct it.

Here's the sketch (spoiler tagged due to page stretching)
Spoiler: click to toggle

Please note the specified tilesets. Also be aware that not all enemies, objects or tilesets are in the current dev source. If something I've specified isn't there, don't be afraid to ask for it. Oh, and don't worry about Ganon either.
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EvilMariobot
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So, who want's an ICBM?
[ *  *  *  * ]
I've come up with a new idea for the 6 doors in Ganon's Castle.

Instead of keys, there will be a sphere you have to destroy which will reveal the exit of the room. when you exit the room, the door will deactivate and you will not be able to re-enter. Deactivating all 6 doors makes the barrier to the elevator disappear, allowing you to proceed. The checkpoint should also be able to record rooms that have been cleared.

The advantage to this is that it can be applied to Wily 3's boss teleporter room which may also require the checkpoint to record cleared rooms.
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Lars Luron
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My bear is a cosmic horror.

This is really just an observation, but I can't help but notice that when it comes to Zelda levels, everyone seems to forget about the Zelda 1 spike traps I coded up for Crossroads. I'd think they'd go perfectly in Ganon's Castle somewhere.
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For some reason I have a blog now, where I ramble on endlessly about MKF and other random things.
-Last updated: 7/27/11
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EvilMariobot
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So, who want's an ICBM?
[ *  *  *  * ]
Lars Luron
May 6 2011, 09:04 PM
This is really just an observation, but I can't help but notice that when it comes to Zelda levels, everyone seems to forget about the Zelda 1 spike traps I coded up for Crossroads. I'd think they'd go perfectly in Ganon's Castle somewhere.
If you'd like to take a crack at building the level, feel free to slip a few of them in if you'd like.
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