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[solved] stage questions
#1
I have a few questions about stage coding:

1) is it possible to change the starting postion of your char, at the beginning of the stage

2) Would it be possible to make a rain in stage, that slows you down.
Is this possible with a object or do I need an attack

3)Can I change how many seconds a part takes ( I know really bad english hope you understand if not I will explain better

4)Whats the name of this coordinate ?
[Image: unbenannts.gif]

thats all, thanks for reading
hope you understand, if not just ask
sry for my bad english
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#2
1) Probably with Zero Placer
2) Yeah, make a rain animation object and opoint it on stage (like Lauli did in his LF-M).
The harder part would be slowing down, dunno what to use here, maybe zxcv's slow down time thing.
3) Yeah I don't quite understand this, do you mean if you can time limit a phase?
4) It's the z coordinate.
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#3
LOL Divisor you ninjed me.


1)Yes with a t0 that the bg spawn(the t0 last a for sec or 2 just long enough to active the ik8 ) that cause your character to pinpoint to other side of screen and change direction using next: -999
itr:
kind: 8 dvx: x
itr_end:

frame x: next: -999

2) Well you could spawn t3 that does that together with the rain or make the rain creat a puddles(t1 with itr kind: 10/11 ) that last few seconds but cause you to fall.

3)You could make the a t3 that opoint the rain and has hit_a: hit_d: hp timer so after a while the rain stops.

4)Whats the name of this coordinate ?
[Image: unbenannts.gif]

Z=? like Divisor said

In a itr:
zwidth:


In opointing:
You opoint a ball in frame with hit_j:

<frame> next:? hit_j:

(11-17-2009, 12:49 PM)Alblaka Wrote:  a opoint in a ball you could use hit_j:

hit_j: 50 is the z-axis movement ZERO
hit_j: >50 will move the object downwards
hit_j: <50 will move the object upwards...
I had to quote cause I don't remember that so well.

In stage stuff randomly appear on the z axis if they being opoint directly through the stage data.
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#4
@HappyHouR
1) thx
2)Yeah I know that he will fall down
3) in the stage

@Divisor

thx all solved ^^

3) I meant something like that.

For example I want to let something fall down. And then I would like to give the player 10 seconds to pick the object up. After the 10 seconds the enemys came

(hope you understand it) If you dont understand I will make a gif
sry for my bad english
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#5
(11-17-2009, 01:04 PM)NoneX Wrote:  For example I want to let something fall down. And then I would like to give the player 10 seconds to pick the object up. After the 10 seconds the enemys came
Oh, now I get it...
Right, let's say you let a box appear somewhere on stage and the player has 10 seconds to pick it up, and if the player doesn't pick the box up, some enemies come.
You could put wait: 300 (for 10 secs) in the box's on_ground frame and then let it lead to a frame where the box opoints enemies on whatever coordinates you like.
If the player picks up the box, it leads to on_hand (or sth) frames where is no opoint.
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#6
(11-17-2009, 01:29 PM)Divisor Wrote:  You could put wait: 300 (for 10 secs) in the box's on_ground frame and then let it lead to a frame where the box opoints enemies on whatever coordinates you like.
If the player picks up the box, it leads to on_hand (or sth) frames where is no opoint.
Just a note that enemy will have 500 hp. Well known but still worth mentioning.

I have idea but I'm not sure about it since I don't mess with the stage data that much. make the box opoint a t0 with state: 14
outside the screen borders and make him have a wait: 300 + next: 1000 .This is meant to prevent the stage data to spawn more enemys.I'm not sure it will work.Its just an idea that worth a try.You will see com logo at right/left side of screen for 10 seconds that is.

(11-17-2009, 01:04 PM)NoneX Wrote:  @HappyHour

3) in the stage


I meant the stage data spawn a t0(bandit) with zero hp that opoint ball/s that opoint(spawn) the rain and its stop when the ball/s timer hp reach zero and send the ball/s to hit_d: disappearing frames.

The ball/s have frame cycle where they opoint the rain(t1) in different lotcations.hit_d + hit_a make its stop after a while.
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#7
as for the three, you can create some bandit with 0 HP and out of reach like this:
id: 30 x: 1000000 hp: 0 times: 1

The bandit will die immediately but require some time to fall down, so the higher the "time:" value is, the longer the phase last.
After the phase end, you can either move on to the next stage by some negative boundary or destroy the weapon right away by using a character which have itr/high y: value to destroy the weapon (The weapon must have some bdys at the same high).

EDIT: double ninja'ed.
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#8
You mean the width of a stage?
You can't, this depends on each background's width.

EDIT:
Forget this :D

For x and z postions of the char check the Zero Placer thing.
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#9
If I understand the Zero Placer thing wright it just works for weapons, but I want it for a char ^^
please correct me if I am wrong
(11-18-2009, 08:07 PM)Divisor Wrote:  You mean the width of a stage?
You can't, this depends on each background's width.

EDIT:
Forget this :D

For x and z postions of the char check the Zero Placer thing.
sry for my bad english
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#10
Is it really that hard to get my stage enemy

[Image: unbenanntjk.jpg]


I know I am annoying, but I wanna be sure
sry for my bad english
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