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#3241 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,552
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Hey Bubba N Stix, that's looking really cool.
You're right about the non-repeating pattern, Core seem to have come up with a way of using a single sprite to create a parallax across the whole screen. I might need to investigate their technique to see if I can copy it. Last edited by earok; 07 July 2024 at 07:47. |
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#3242 |
Registered User
Join Date: Oct 2022
Location: Ardennes France
Posts: 23
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I think that they had to sacrifice all other parallax lines to be able to make one that is screen wide.
I suppose they sort of rounded them all up on just one horizontal line. Level 01 and 04 are also interesting examples of the trick. I always wondered why they hadn't used more colors in the background but they probably didn't have a choice, that which sucks because one screen wide three colors parallax would have been awesome, even if limited in height. I'd be very interested in knowing how they did that because it opens up a few possibilities. And it's also very interesting. Last edited by Bubba'n'Stix 2; 07 July 2024 at 15:09. |
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#3243 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,213
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Quote:
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#3244 |
Registered User
Join Date: Oct 2022
Location: Ardennes France
Posts: 23
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New thing made with the Scorpion Engine.
I wanted to try: - The copper - Half-Bright Mode - Projectiles While remaining on A500 config, even though if I do something serious at some point, I'll probably take the ease of AGA [ Show youtube player ] |
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#3245 |
Registered User
Join Date: Oct 2022
Location: Ardennes France
Posts: 23
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I'm stuck here.
I'd like to have the enemy be "pushed back" when "shot" then "stop moving" "play death animation" and then get "destroyed actor." And here's what I get [ Show youtube player ] My code is: Destroy projectile Push actor by 5x total pixels over 2 frames (prevent normal movement) Set direction for actor to stop_moving If actor _var1== 1 then... Play A_death_g on actor from frame 0 Yield for 70 frames (1,4 frames) (interrupt level on Timer) then continue End continue Destroy actor The enemies pattern of movement is CPU simple movement. I've tried another with similar results. I've tried to put destroy actor at several places and never managed to get the death animation then the actor destroyed. I've ticked and unticked (reset animation/movement) in the destroy box. I've managed to destroy the enemies but without the death animation, they would just pop off. But as soon as I use the animation, they respawn. If anybody has a clue, it'd be very welcome. |
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#3246 | |
Registered User
Join Date: Apr 2019
Location: UK
Posts: 307
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Quote:
Destroy projectile Push actor by 5 x total pixels over 2 frames (prevent normal movement) Set direction for actor to stop_moving If actor _var1== 1 then... Play A_death_g on actor from frame 0 End Rather than having a yield while playing death anim and destroying, use a destroy actor event in the death anim on finish. Also your pushing code currently only works from the left side, it'll pull enemy from right. You could put in your projectile on Timer code for it to set projectile_var1 to its current speed every 10 frames. Then the code would be (if it moves too much you can divide speed with projectile_var1 / ) Push actor by projectile_var1 pixels over 2 frames (prevent normal movement) Destroy projectile Set direction for actor to stop_moving If actor _var1== 1 then... Play A_death_g on actor from frame 0 End |
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#3247 |
Registered User
Join Date: Oct 2022
Location: Ardennes France
Posts: 23
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"Rather than having a yield while playing death anim and destroying, use a destroy actor event in the death anim on finish."
Ho my god ! I could cry ! My main character can now kill his enemies ! Finally. "Set direction for actor to stop moving" still didn't work but I put "prevent movement" in the death animation and it worked. My Robot can now shoot the green slugs. Thank you !!! Last edited by Bubba'n'Stix 2; 10 July 2024 at 23:35. |
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#3248 |
Registered User
Join Date: Oct 2022
Location: Ardennes France
Posts: 23
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I didn't understand this:
"Also your pushing code currently only works from the left side, it'll pull enemy from right. You could put in your projectile on Timer code for it to set projectile_var1 to its current speed every 10 frames." I haven't gotten into adapting the enemies to left and right attacks. But your directions improved a lot of things already: [ Show youtube player ] Sadly, I'm using too much ram for the A500 1mo now. I think the two wav sounds use a lot. Last edited by Bubba'n'Stix 2; 11 July 2024 at 18:12. |
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#3249 |
Registered User
Join Date: Apr 2019
Location: UK
Posts: 307
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#3250 |
Registered User
Join Date: Oct 2022
Location: Ardennes France
Posts: 23
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Ok, thank you.
I had trimmed the silence in another program but downgrading the quality to 11khz allowed the game to work again on A500 1mo config. |
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#3251 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,552
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The latest experimental update is *hopefully* stable, I've ran through and tested all of the sample and full games and it all seems to be OK.
Notable changes to experimental over the last month: - Support for NeoGeo CD music - Tonnes of bug fixes - Rewrote CPU Patrol code more or less from scratch to handle junctions more intelligently - "Camera follow" command which can be used to easily transfer what the camera is following from the player to another player or actor - CPU Ghost actor type (very light weight compared to other kinds of actors but cannot collide with walls) - Largely rewrote slope code so that it's a lot more flexible, it's no longer "slices" of pixels but every single pixel in a slope block can be set to solid or not solid. - RetroAnimator (the tool used to make animations for Metro Siege which is also Scorpion compatible now) is now included with Scorpion itself. - New "attacker" property makes it much easier to add attacking behaviours to enemies - Ability to prevent spawning of a new actor if there's already too many actors of that type |
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#3252 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 854
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Cool as earok
![]() That's quite a lot of stuff you have packed into the engine over the past month or 2. I must have missed the new actor type as well, as using it has now fixed a small bug I had, awesome! |
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#3253 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,552
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Cheers Acidbottle
![]() Finally soft launched 2024.1 to stable, please let me know if there are any issues and I'll try to patch and fix ASAP. https://github.com/earok/scorpion-editor-demos BETA support for the NeoGeo, including the NeoGeo CD. ALPHA support for the Sega Pico educational console. New support for Melee "hurt boxes", allowing fine grained control of where an animation is vulnerable to enemy Melee attack. New "Attacker" class makes it easier to make enemies attack on a repeated cycle. "Camera Box" map events can be used to easily set the bounds of a camera in an area of a level. Significantly reworked collision detection to be both smoother and a lot more accurate. New "Pattern" movement type that allow drawing of smoothly curved patterns. Bug fixes, minor features and performance enhancements across the board. Scorpion Engine also now bundles RetroAnimator, an animation tool capable of making smooth and complex animations out of discrete image parts. RetroAnimator has been used for non-Scorpion titles like Metro Siege, and is now available for you to use. |
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