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Commander~DEST
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PostSubject: Main Engine   Tue Dec 01, 2009 5:07 am

I imported the character sprites (not the animations) and I also made an efficient ammo display. See for yourself. I've included both the source and the executable.

Source (.gmk)
Executable (.exe)

The next step is to add in the animations. And to make an enemy. Very basic remember, just health, coillision with bullets, and death when they lose all health. Health display is optional for the time being. No movement or anything extra.

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Last edited by Commander~DEST on Thu Dec 24, 2009 9:34 pm; edited 2 times in total
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Hegemege
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PostSubject: Re: Main Engine   Tue Dec 01, 2009 5:10 am

Hey DEST Here's much nicer ammo display code, put it in player's draw event! Try different rate of fires and clip sizes too...

var i;
for (i=ammo;i>0;i-=1)
{
draw_sprite_ext(spr_bullet,1,room_width-15-(3*(i mod 2)),room_height-i*(sprite_get_height(spr_bullet)-2)-15,1,1,180,0,1)
}

Made it myself Razz

I also included an very basic enemy in my own gmk, I can send it to you
With my code, we can have as fast bullets as we want and no fear of collision skipping

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PostSubject: Re: Main Engine   Tue Dec 01, 2009 5:44 am

You can reload with full ammo. Very Happy

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PostSubject: Re: Main Engine   Tue Dec 01, 2009 5:55 am

So Hegemege, will you be able to edit my engine, and add anything else you want to add and then repost it? Thansk for the quick feedback.

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Hegemege
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PostSubject: Re: Main Engine   Tue Dec 01, 2009 7:03 am

I think I am able to edit your engine, there isnt too much damage done (yet) Very Happy

Will have time tomorrow to do that

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PostSubject: Re: Main Engine   Tue Dec 01, 2009 7:49 am

Can you post a link that directly connects you to the file... My computer has issues with the mediafire website.

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PostSubject: Re: Main Engine   Tue Dec 01, 2009 11:09 am

Well I am on my iPod touch right now, and by the time I have access to my PC tommorow, Hegemege might already have the next version!

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PostSubject: Re: Main Engine   Tue Dec 01, 2009 3:20 pm

There is still a problem with that you sometimes can shoot two shots directly after each other, I found where the bug is.
obj_player
Step event
Action #6

if shoottime <= 0
{
can_shoot = true;
shoottime = 13;
}

why reset shoottime to 13? I see no reason for that code to be there.

EDIT: Now I noticed the reason, but just put "shoottime = 13;" into the global left pressed event and that will be solved too.

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Hegemege
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PostSubject: Re: Main Engine   Tue Dec 01, 2009 4:33 pm

Thanks for input. In my version, 13 is origshoottime, and I'm starting to add these variables into arrays.

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PostSubject: Re: Main Engine   Wed Dec 02, 2009 10:12 am

Shouldn't the main engine go in the Biolab 4 topic?

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PostSubject: Re: Main Engine   Wed Dec 02, 2009 12:57 pm

Well, it won't be long till we have the enemy and we don't have to update it every second...

PS sorry guys I didnt have time to work on the engine yesterday, a friend of mine invited me to play chess at local chess club. Very Happy

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PostSubject: Re: Main Engine   Sun Dec 06, 2009 1:51 am

Okay, I'm on the final straight with this engine so there are some minor things left to do. The code is a bit messy because I had to simulate the animations quite much, like, update guns position on every frame of the reloading animation. Thats actually one of the last things to do, I will also add an array system to handle required gun information so it is easier to add more guns too. Some of the animations are bugging so I would like one of our great programmers to review and fix this when I post it.

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PostSubject: Re: Main Engine   Sun Dec 06, 2009 4:38 am

Thanks for the update Hegemege. I can't wait until it's released!

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PostSubject: Re: Main Engine   Sun Dec 06, 2009 7:40 am

I'll finish it tomorrow, there are some bugs im trying to fix.

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PostSubject: Re: Main Engine   Sun Dec 06, 2009 9:32 am

Sweet! Then when you're done I'll add in the Dialogue Engine and then the engine Bretboy is working on. Then we'll have to think of the next few things we need to work on. Any suggestions? I know that the part of the Statistical Engine that keeps track of the amount of shots fired will be a good next step. What about adding the scenery and backgrounds and everything Nrage had on his engine? Would that be something that should be imported into our Main Engine right now?

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PostSubject: Re: Main Engine   Sun Dec 06, 2009 5:23 pm

We have to import them sooner or later. Current enemies are only red blocks so we have to also code some functioning of the enemies, like very simple AI, walk left and right. We have to import the statistical engine in parts and add the achievements at some point, maybe before we start level-making... I'll finish the engine now and will post it here soon

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PostSubject: Re: Main Engine   Sun Dec 06, 2009 8:04 pm

Ok. Sounds good! And I'll take care of merging the Achievement Engine when it comes time to do that.

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PostSubject: Re: Main Engine   Mon Dec 07, 2009 3:41 am

argh, and again I forgot what I had planned for that day. I am sorry to tell you but you'll have to wait a few more days to get this, but I can tell you that there is only 1 major and 1 minor bug I that I am aware of. Stay tuned!

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PostSubject: Re: Main Engine   Mon Dec 07, 2009 4:04 am

That's okay. Most of us have things we can do in the meantime. We're glad you're working on this though.

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PostSubject: Re: Main Engine   Thu Dec 10, 2009 5:29 am

Good news, fellas!


DOWNLOAD LINK:
mediafire.com ?jzek3mz30qk

zip file has both exe and gmk

I am aware of the following bug: if you crouch and then point to other side of the player mouse going under player WHILE player is moving, the gun jumps over the player for one step and goes back to normal. If someone has time to fix this, please do so but it's not our first priority at the moment.

PROGRAMMERS:
I would like one of you to remake the gun variables(clipsize, rateoffire and so on) and put them into array(s) and possibly create a script to change a gun. Check Creative Dept topic for gun info. You guys have been doing amazing work so far, keep it up! Smile

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PostSubject: Re: Main Engine   Fri Dec 11, 2009 4:47 am

That's amazing Hegemege. Everything in this engine was as I expected it. And you even redesigned the ammo display and added background. Excellent work! Next step would be for me to add in the textbox engine and the engine Bretboy is working on when he is done. One thing I noticed is that if you hold the mouse down and all of the bullets fly out, you notice a very repetitive stream of bullets. Perhaps making the speed of the bullet slightly random, it will prevent that and make the game look better (since we can't make the bullet be drawn at every pixel along the way).

We also need to begin to work on a simple engine that will allow you to switch between two weapons. We don’t need to worry about graphics, just functionality. So make so that it displays a weapon and then there is a left and right button on either side of the weapon sprite. And when you hit either one of those it will switch to the next weapon. (Be careful of the ammo, each weapon has its separate ammo, and the weapon in storage won’t be able to reload). Someone can get started on this if they won’t , preferably someone who doesn’t have anything else on the go. You don’t have to get all of this incorporated into an engine all at once. Take it parts if you have to and ensure that it woks before adding in new features. Got it?

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PostSubject: Re: Main Engine   Fri Dec 11, 2009 4:52 am

bullet speed randomness is easy, just add (spd = something )+ random(5) at the bullet create event

Buttons? Why not just Q/E, perhaps displayed on either side of the weapon just o show how to change weapon

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PostSubject: Re: Main Engine   Fri Dec 11, 2009 8:45 am

Sure sounds good. And I knew random speed was easy to do, just wanted to bring it up.

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PostSubject: Re: Main Engine   Fri Dec 11, 2009 10:14 am

Well I was thinking buttons and keyboard shortcut. But just the shortcut would probably be better.

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PostSubject: Re: Main Engine   Sat Dec 12, 2009 9:18 pm

Alright, I began to merge the two engines together. The only porblem so far is that the textbox takes up space, and I don't know what I should do. Should I just expand the size of the room? Or overlap the player a bit. Or put it the textbox on the top of the screen instead? And I assume you want the game to be paused while the people talk, right? So I just disable the controls during that time?

Or will the position of the textbox nto matter too much because we will have concept art or something in behind, not the normal playing screen?

Please help me decide these things, so that I can get the engine down.

Thanks!

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