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BEARR

Member Since 12 Nov 2005
Offline Last Active Jun 03 2011 11:46 PM

Topics I've Started

Dealing With Collisons On High Speed

16 February 2008 - 06:53 PM

Hi! It has been a while since I posted here for help.

In my game Speed Freaks (demo can be found here: GAME ) hspeed is reaching about 100 or 150 of value, and sometimes even more.

The problem is: some of the objects that are supposed to be hit by the player, are just "missed" even if the player passes right over them.

So, my question is: how to deal with collisions on high speed? If there is a way that is.

Thanks in advance.

Accurate Projectile Collisions

26 April 2007 - 01:51 PM

Here is the problem!
It does not affect game play but it's really annoying for me that the bad guys/walls/stuff get hit by the projectile 2-5 (or more) pixels away.
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I have tried move_contact_solid/all but the effect was the same.

I want some good advice how to make the collisions more accurate.

Png ?

17 April 2007 - 03:20 AM

What I mean is:

When I try to replace a background, from PNG image GM does not draw anything.

Anyone have an idea how I can load PNG images?

Chat Troubles

21 November 2006 - 03:35 PM

Hi!

I was wondering how I can split a string if it's length is exeeding the max characters (44 in my case) so the remaining text of the string will be drawn on the next line.

Mark's example does not show this :P!

I'm using draw_text(x,y,keyboard_string) to draw what the user is currently typing.
I know this got to do with string_copy or string_delete but I'm not sure!

Also another prob
How to draw ALL the names of the users that are currenlty in the chat?
Under each other!

Oh and by the way I use Mark's script_addline to add lines in the screen!  :GM107:

Thanks in advance!

Cyber City Alpha (cyberpunk Platform Rpg)

18 November 2006 - 09:03 PM

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INFO - July 01. 2010.
The project is NOT scrapped!
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Latest info, sccreenshots, demos and other stuff at: http://titaniumsquadron.com

Game Info:
Game type: Platform RPG
Resolution: 640x480 no change
Game Play: Adventure with battle elements

INFO - May 30. 2007.

Overview:
I started making this 2006. The game is about technology and Cyberspace with lots of random events and weird characters (half cyborgs and such) that you can talk to and pick missions from them. You are a young hacker girl who is framed for stealing a "Top Secret Project - Orbit 5" Information. More detail below.

Hey! After a long "HARD, HARD" work on CCA I FINALLY MADE IT! YEAAAAH! CYBERSPACE is now fully operational (missing the level design thou - but that is a piece of cake compared to the enormous code I have written about it).

ONE "BAD" thing: Game size has Increased Greatly since last upload!
Last upload= 8 mb

FOR NOW:
-EXE - 6mb
-music file - 15mb //game can run without that file but spoils the fun
-DATA folder - about 6mb
Overall - 27 mb

Also some system requirements have increased too:
RAM = at least 160MB - game uses about 130 mb (dynamic)
CPU = at least 800 MHz - 1200 MHz (My CPU is 2400 and game shows about 30% usage)
Windows XP

This is the most advanced platform game I have ever made.

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FEATURES: (Hold on tight) :
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-New movements of KIM (more combat type) - faster shooting with different weapons (Blaster guns, assault rifles, RPG)
-Upgrading Skills on your own! Chose right from the start, and latter on. (fully operational)
-Vehicles (random, police vehicles, street cars) (partially operational)
-Robots (all kinds of wired ones) - not yet included. (operational)
-Cops (well duh -they are the main enemy)-Normal Cop, Heavy Cop, SWAT Team (partially operational)
-Wanted level - depending on it police will hunt you with different forces. (operational)
-Cyber Machines - for access to Cyberspace. (operational)
-Viruses In Cyberspace - many types (operational)
-City Life - moving cars, people walk around, NPCs to talk to. (operational)
-Other Stuff I forgot to mention!
-And other stuff not yet included!
-Programs: (Used by the player) - around 30 programs in the game! Full review of the programs will take a whole page so you will have to read the game documentation coming with it.
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NOTE:
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All Features listed here are fully or partially operational. As you can see I have a MEGA headache in including all that (I work alone). It's been a year since I started the project, and I don't have a clue when it will be ready, since I make this game only in my free time, which lately I don't have so much. For other information or if you want to support the "Cyber City Alpha" project use my e-mail or PM me! Now go READ!

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SKILLS OVERVIEW: - (NEW SKILLS WILL BE ADDED - The listed here may be changed)
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Each skill has his own importance.
There are total of 4 skills. 2 for Cyberspace and 2 for Real Life.

Skill Hacking - (Real Life) - some devices will want some higher skill to access them. Like for the police mainframes.

Skill Tracking - (Real Life) - In order to detect enemies with your Tracker program (on the APDC if you have one). Range is boosted from the skill and the type of program you have.

Skill Cyber Link - (Cyberspace) - After hacking the device you still need to figure out the connection to the Cyberspace. Some devices will require different level of this skill. Also this skill determines your "Virtual Health " in the Cyberspace. If your "Virtual Health" runs out you get disconnected, and sometimes even you might get brain damaged (resulting damage to your real health).

Al tough if you left Cyberspace before you run out of "Virtual Health" - no impact on the real player. "Virtual Health" is set every time on entrance to Cyberspace.

Skill Masking - (Cyberspace) - "Virtual Health" is not the only thing you need to watch out for in Cyberspace. This skill is masking your presence in the mainframe. This is is called "Masking Strength". "Police Tracers" (devices and hackers) will inflict damage to your "Masking Strength" and sometimes even to your "Virtual Health". If your "Masking Strength" runs out your "Wanted Level" is increased and you are disconnected from the Cyberspace.

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WANTED LEVEL:
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From the very start, the Police have no clue where you are. Depending on how well you evade them you might not even have to fight trough the whole game. However if you are reckless and pick the "wrong guys to talk to", or spend too much time in Cyberspace (and falling in "Tracer Traps") you can have a very hard time dealing with the Cops (since Kim is not so combat type).

REAL LIFE ENEMIES, DEPENDING ON WANTED LEVEL:
Wanted Level 0 and 1 - No big deal! Some normal cop patrols. Armed with blaster guns. Not so smart (dumb actually). If you kill 7 Normal Cops your Wanted Level is increased.

Wanted Level 2 - A bit painful. Heavy Cops carrying heavy weapons. Assault Rifles, RPGs. A bit smarter than the Normal Cops (well duh). Kill 6 of those and you get next level of "PAIN" :D!

Wanted Level 3 - Here are the vehicles! Heavy Cops with vehicles! Ouch! Vehicles have weak spots for easy destruction. Vehicles can give you some real trouble. Armed with all kinds of weapons. Destroy 3 of them and you have to deal with "Cyber SWAT".

Wanted Level 4 - SWAT Team! Assault Riffles and sometimes Grenades. They are accompanied by Heavy Cops and vehicles.

Wanted Level 5 - Final Level! Assault Robots. Many different types. On that level Level 4 and Level 5 forces are combined.

CYBERSPACE ENEMIES, DEPENDING ON WANTED LEVEL:
Wanted Level 0 - 1 - Standard "Police Tracer Devices" - Masking damage only
Wanted Level 2 - 3 - Advanced "Police Tracer Devices" - Masking damage only
Wanted Level 4 - Police Hackers - Masking damage and Virtual Health damage. They just sit still somewhere around the Cyberspace level, and cause you trouble from a distance. Take them out to solve the problem.
Wanted Level 5 - Special Agents - Like you, they move around the Cyberspace looking around. They inflict only Virtual Health damage and they are surely to cause Real Life Injury (which is their main goal - to kill you)

Again Level 4 and Level 5 forces are combined.

If you wonder in the Random Mainframes other enemies can appear:
Cyber Pirates - Pretty simple AI. See you - then fire at you. No evasive actions. However, they cause same damage type as the Special Agents but on smaller scale.

REDUCING YOUR WANTED LEVEL:
To reduce your Level you have to connect to the "Police Mainframe" in Cyberspace, then go to the "Police Archives" and find your file. Copy it on your APCD (pick up the object :) ) and hit SHIFT to format APDC Data Drive! It's quite simple once you find it. But it may be guarded by Special Agents.

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CYBERSPACE OVERVIEW:
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Cyberspace is platform game again, with what I like to call it, "Virtual Kim" :D! You chose on entrance to which mainframe to connect. Random, Public or Police mainframe. (Depending on Skills and device type)

RANDOM MAINFRAME:
-The RANDOM MAINFRAME is 6 "Gigantic" rooms/levels with 6 random entry points in each one. On connection from the machine to the RANDOM MAINFRAME a random room from those 6 is selected. Then a random position from the 6 entry points (placed at places to ensure random game play each time- well eventually the level is all connected so you will learn his layout sooner or later) and finally "Virtual Kim" is created on that place.

Do the math! 6 rooms * 6 entry points for each one = 36 starting positions.
RANDOM MAINFRAME IS GOOD FOR:
-Just wondering and looking for programs for APDC, credits.
-Experience , and data gathering
-Access to random information (people, enemies, useful and useless stuff)

IF YOU CAN FIND ANY AND SURVIVE TO GET IT!

PUBLIC MAINFRAME:
-Still in working progress!
It's basically a public information server where you can look for information about the game story and evidence that proves Kim's innocence, buying stuff, selling stuff. In other words - it's important.

POLICE MAINFRAME:
-Still in working progress!
Used to find secret data about you (reducing wanted level) or other people.
There are 2 rooms for the police. First is the Police Archives (where your file is too), and second is the Security Mainframes.

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SUPPORT CYBER CITY ALPHA:
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As far as I can tell the only big trouble for me is the Enemy AI. The other stuff I'll figure out. Graphics, Sounds and Story are no problem at all. I'll draw them sooner or later.

In fact all I need is a Good Platform AI script!
Suggestions greatly accepted. Or even if you have partial code of such AI and you can send it to me, I will be very grateful.

All sorts of help are welcome! Graphics, SFX, storyline plots (ask me for the storyline first)!

ANY HELP BY ANYONE, FOR THE PROJECT, ENSURES YOUR NAME IN THE GAME CREDITS!
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People working in/helped on/ the project so far:
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Me: Iliyan Spirov (BEAR) - Main Artist (characters, backgrounds, tiles, everything), Programing All the stuff, Main Storyline, side storyline plots for NPCs.
Hristo Valchev - Secondary storyline, Vehicle artist.
Ilya Seletsky (Potnop) - "The Backgrounds" script idea that he gave me.
UnionJack - at GMC - - support artist - sending me his characters trough Internet.
Constantine Coinov (Lord X) - tester, side storyline plots for NPCs.
Georgi Dachev (Punkman) - tester
Galin Ivanov (TwisteD) - gives great ideas and thinks of new features.

Other people I forgot right now - :D!

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DOWNLOADS:
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Downloads of the game will be hosted at: http://titaniumsquad...ber-city-alpha/

See ya later!