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oops seems like i didn't read the story the right way
fortunately these are easy to correct. and since it's level 4, ok, get us a mighty powerful snake ![]()
Edit: I forgot, here's a sketch for the snake body parts. green pixel shapes represent the intended size of each body part.
http://www.fileden.com/files/2007/6/4/1 … e_boss.png
Last edited by KZR (2010-10-16 19:27:09)



https://discord.gg/w8JqM7m ---> Open Surge's Discord server
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oops seems like i didn't read the story the right way
fortunately these are easy to correct. and since it's level 4, ok, get us a mighty powerful snake
Edit: I forgot, here's a sketch for the snake body parts. green pixel shapes represent the intended size of each body part.
OK... It looks about what I expected.
BTW, think about glowing eyes. That would be pretty creepy. xD
The size is PERFECT. It's even a multiple of 8, which I really like.
Like I said, get the actual sprites done and I'm on it...
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alright. pixel stuff will take a while longer, though.
how can i make an object with a random chance? i'd like to make some typhoons that springfy you at random directions.
i know how to script everything, except the random chance.



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alright. pixel stuff will take a while longer, though.
how can i make an object with a random chance? i'd like to make some typhoons that springfy you at random directions.
i know how to script everything, except the random chance.
on_random_event (parameter that represents chance... 1= 100 0.5= 50 and so on)(new state). ![]()
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I'm not sure I can help you with the snake script since I'm very bad at scripting in OpenSurge. I got enough of headache constructing binary laser doors. ![]()
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that "don't feed" sign have just given me an idea. What do you think of the following?
we can put some simple, lightweight RPG elements as well (in act 2 for instance). For example, there may be a blocked passage somewhere and at the same place a hungry, exotic creature that says "hey, you. p-p-please, feed me! There's food on the top of the ruins, but I have no strength to climb it. please, my friend, help me..." - at the top of the ruins there's a custom object that you have to pick up (attach_to_player). Once you give the food to the creature, it will become powerful again and it will unblock the passage for you.
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@ Alexandre
i love it. that way some levels could have more than just running through them
Edit:
Speaking of rpg's, do we have anything similar to a teleport function?
I'm asking because i play Fallout 3 a lot, and when i started using the game editor i noticed that doors are nothing more than an object with a teleport script attached.
i was thinking of something like this
on_player_collision teleport "mapname" xposition y position
it would allow levels within levels opening a different way of making special stages, or simply to create rooms inside levels
that way we could also connect all official levels to one main level where you can:
select stages you have already visited, using the teleport function on specific "door" objects
load and save the game through an appropriate object
view game statistics such as play time, collectibles you have picked up, and have to pick up, game progress, etc
play some minigames
practice a little with some loop, springs, platforms, puzzles, etc
open new areas based on level achievements
trade points/rings/collectibles by new abilities (or objects that give them)
this can improve both the rpg and platform elements , while staying away from the MetroidVania or Super Mario World stereotypes.
@ SilverstepP
Here's the snake sheet.
http://www.fileden.com/files/2007/6/4/1 … keboss.png
I've been thinking, with segments that big, the snake's gonna take up the whole screen. try and see how many segments can be used while still leaving enough space for both the snake and the players to move around. my guess is head+3 round+tail+rattle
Last edited by KZR (2010-10-18 01:14:35)



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SilverstepP
Here's the snake sheet.
http://www.fileden.com/files/2007/6/4/1 … keboss.png
I've been thinking, with segments that big, the snake's gonna take up the whole screen. try and see how many segments can be used while still leaving enough space for both the snake and the players to move around. my guess is head+3 round+tail+rattle
Ooh, I like. I will work on it as soon as I can.
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Speaking of rpg's, do we have anything similar to a teleport function?
I'm asking because i play Fallout 3 a lot, and when i started using the game editor i noticed that doors are nothing more than an object with a teleport script attached.i was thinking of something like this
on_player_collision teleport "mapname" xposition y position
it would allow levels within levels opening a different way of making special stages, or simply to create rooms inside levels
that way we could also connect all official levels to one main level where you can:select stages you have already visited, using the teleport function on specific "door" objects
load and save the game through an appropriate object
view game statistics such as play time, collectibles you have picked up, and have to pick up, game progress, etc
play some minigames
practice a little with some loop, springs, platforms, puzzles, etc
open new areas based on level achievements
trade points/rings/collectibles by new abilities (or objects that give them)this can improve both the rpg and platform elements , while staying away from the MetroidVania or Super Mario World stereotypes.
A similar idea has been suggested already.
It's an excellent idea indeed, although there are some technical issues that must be addressed before we can make such a command.
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KZR, I need a few more animations...
Can I have one of the snake head facing the screen? I want a good 'turning around' animation....
Also a good 'getting ready to bite' animation with his mouth opening wider would be appreciated. The player needs some warning to differentiate acid pool attack from bite attack so it can be dodged.
Also, perhaps a hurt animation, but I may be able to edit the 'open mouth' one to do this.
EDIT: This is going to take a while. I'll have to find a way to connect him together!
Last edited by SilverstepP (2010-10-18 23:47:51)
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FATAL ERROR: Can't find sprite 'Sir Bugsy' (animation 0)
I have just uncompressed the level into a clean install. Have you included sir bugsy in the zip file?
edit: in objects/new_enemies.obj, it says that Sir Bugsy is required. But there is no 'Sir Bugsy' sprite.
edit2: Can't find sprite 'Wing Bug' (animation 0)
one just needs to delete objects/new_enemies.obj
Last edited by Alexandre (2010-10-19 17:20:56)
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FATAL ERROR: Can't find sprite 'Sir Bugsy' (animation 0)
I have just uncompressed the level into a clean install. Have you included sir bugsy in the zip file?
edit: in objects/new_enemies.obj, it says that Sir Bugsy is required. But there is no 'Sir Bugsy' sprite.
edit2: Can't find sprite 'Wing Bug' (animation 0)
one just needs to delete objects/new_enemies.obj
curiously, today i encouraged a friend to download my level and the bleeding edge version, and found some bricks misplaced/missing. seems like some files were not updated in the last package. also an old edit of newenemies.obj slipped in somehow.
here's a clean package tested on a clean install
http://www.fileden.com/files/2007/6/4/1 … 0Proto.zip



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How is the boss scripting going? Need some help with that?
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How is the boss scripting going? Need some help with that?
I've been working on other stuff and forgot. -_-
I got most of the head in and I'm experimenting with the bite attack, but I need to start working on it again. Still going to need help with segments though... that may be tough.
EDIT: Oh man, now that we have Charge I could do a 'trapped Charge' object to go along with it that frees him upon the snake being defeated.
Last edited by SilverstepP (2010-11-01 22:12:11)
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Still going to need help with segments though... that may be tough.
is it the 'neck'? Its movement? In what exactly do you need help?
Perhaps we can discuss some techniques, share some code...
Since nobody made a custom boss to this day (none that I know of), I can help with this.
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SilverstepP wrote:Still going to need help with segments though... that may be tough.
is it the neck? The movement of the neck? In what exactly do you need help?
Perhaps we can discuss some techniques, share some code...
Since nobody made a custom boss to this day (none that I know of), I can help with this.
:-}
I have made a few. It's a simple cycling of states and hits switch to new cycles. But its the segments. Those segments are going to be hard to keep together. I can make the head. Just not the other stuff.
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How exactly does the head behave?
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How exactly does the head behave?
If you're too close to it, it will snap at you (after a warning by it opening its mouth). Once it bites, you can whack it... but when its preparing you can't.
One hit only for now since I gotta get in other attacks before cycling.
EDIT: Turning it around is hard, though.
Last edited by SilverstepP (2010-11-01 22:18:07)
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hmm. will the tail be fixed somewhere in the screen?
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hmm. will the tail be fixed somewhere in the screen?
It is sliding back and forth... thats what i was thinking anyhow. What were you thinking?
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Alexandre wrote:hmm. will the tail be fixed somewhere in the screen?
It is sliding back and forth... thats what i was thinking anyhow. What were you thinking?
I see. and the segments will be merely a connection between the head and the tail, nothing more? Or do they behave in a fancy way? ![]()
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I don't know. I have to scrap what i have anyhow because I severely messed up and I needed variables. Maybe it should be the snake stays still and bites at you and stuff instead of moving around...
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I don't know. I have to scrap what i have anyhow because I severely messed up and I needed variables. Maybe it should be the snake stays still and bites at you and stuff instead of moving around...
We can make the segments using some math. It's simple, now that we have variables. We'll need commands to set/get the position of objects, but that's simple to make.
Don't know what you plan to do with the head, though.
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OK, KZR and I talked it over. Could you just give me a starting point to work with (regarding sprs and the obj). I'm lost right now.
Me and KZR also think the snake should stay still (tail anchored, guarding Charge) and attack from it's post. That should be much easier.
EDIT: didn't see above til i just posted :-P
EDIT 2: For now, I could work on the 'trapped Charge' object. ![]()
Last edited by SilverstepP (2010-11-01 22:34:10)
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