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Markolainen

Member Since 02 Dec 2007
Offline Last Active May 07 2012 08:51 AM

Topics I've Started

collision_line not symmetrical

29 April 2012 - 11:08 AM

Update:
Since I didn't get the desired results with the fix ChaosMaker gave me in my game engine I thought I might try making square tiles which are 15x15 in size (so checks are always made from the exact center).
This didn't work either and some tiles are visible while the same tile but at the opposite x or y direction from the player is not.
Am I missing something or is the collision_line in GM a bit broken in this way?

Here is the example as well as code:
Spoiler

Example

Is there a good replacement for collision_line or does anybody have any other suggestions?

Old post:
Spoiler

3D depth issue

24 July 2011 - 07:43 PM

I'm having trouble with getting my 3D objects to draw correctly. Some boxes are drawn in front of others even when they are behind them. I have looked into 3D examples but could not find a solution. It's propably something easy to fix but I'm pretty new to 3D.

Here is the file

If you rotate around the camera by holding the right mouse button and moving the mouse you'll see what I mean.

Edit: Solved. Turns out I forgot to set hidden back to true in a draw event.

Beat 'em Up Ai Movement

21 March 2010 - 05:26 PM

Hi,

I'm making a Beat 'em Up game but I've come across an issue when doing it.
The problem is with the AI pathfinding and movement. Since the X-axis and Y-axis have different movement speed and "scale" the AI won't work with standard pathfinding and movement.
Does anyone have any ideas for a quite somple solution for this issue?

Thanks in advance

/Markolainen

Markolainens Beat 'em Up

15 December 2009 - 03:55 PM

I'm currently making a Beat 'em Up. Nearly all of the current details of the game can be found below. I'll be adding text, images and engines here on the first post so check in regulary.
If you have any ideas or questions don't hesitate to write a line or two.

Going on now:
Once again I changed my mind. I'm going with fighting styled sprites.
I'm going to use few colors and use anti aliasing for all the sprites.
Here is an example on how the sprites will look:
Posted ImagePosted Image
I've used Tales of the World 3 sprites as ground to work on once again since I think they're awesome.:)
I've only done the shoes and the pants so far. The left part has horrible shading on the shoe. :)
Update:
Learning fast. Uploading a updated version of my sprite which much better shading. I always sucked at spriting. But with good reference pictures you can come far. I'm not looking forward animating this though.=P
My biggest issue right now is if I'm going to include items & leveling in my game. Do you think that this is important of would you rather have a 100% skill based Beat 'em Up?
Do you want blood in this game? I was initially thinking of making the game quite gory with death animations and such if you finish of an enemy with a good combo and blood splatter that stays on the ground etc. But I don't know what the general population thinks about that. So please contribute your ideas.


Attacks:

  • Slash - Uses the hand held weapons to damage the enemies. Enemies tend to not fly as far or high when slashed.
  • Kick - Kicks the enemies. Enemies tend to fly higher and/or longer when kicked compared to when slashed.
  • Combos - You can mix up slashes and kicks to perform different combos. After last attack in a combo serie enemies usually fly away a bit. A little longer pause is used efter the last attack. Combo starts over if player continues to press the attack buttons. Enemies become frozen for a while on each hit, if they're small enough.
  • Air slash - When pressing the slash button in mid-air the player does a slash that hits the enemy in front of him/her whether it's in the air or on the ground. Can't use jump attack or do another slash on the same jump.
  • Jump Attack - Pressing the kick button while in air does a kick. The kick is active during the whole jump and damages enemies on the ground as well as in the air. It does less damage than the slash but knocks enemies back a bit.
  • Dash slash - When the player double taps forward he/she does rushes forward a bit and slashes with the held weapons. Dash can be interrupted by using jump or attack so you can extend your combo. Enemies does not fly back when dash slashed. Can steer up/down too for aiming.
  • Defend - Defends against attacks. You take minimal damage from hits. You can be attacked in the back for full damage.
  • Special - Special attack is limited to maximum 3 uses. You recharge uses by fighting. Large combos tend to fill the special faster.
  • Dodge - By double tapping in any direction besides forward a special dodge move is exacuted, where you jump backwards, up or down fast to avoid attacks.
Character Development:
  • Leveling - There will be no leveling. Just equippable items that boost your stats.
  • Items - The enemies can sometimes drop equipment which boosts your character in different ways.
Map:
  • Worlds map - The world map will be like in Super Mario World where you choose level on a map.
Items:
  • Equipment - The only way to boost your character is through equipment. All weapons have one special attack? All equipment have some kind of status boost.
  • Chests - After some bosses etc you gain chests which contains money as well as some random items.
  • Crafting/Enchanting - The game will contain some way of crafting/enchanting. Enemies drop items needed. Recipes are in the shop and items cost to be enchanted/crafted. Crafting similiar to MMOs where mats as well as key mats are needed. All recipes can be viewed from the start. Best items in the game are however found from loot.
Enemies:
  • Bosses, minibosses & survival areas - The road becomes blocked on both sides when fighting bosses, minibosses or when in a survival area. Survival area is a place where enemies flood in huge numbers, new monsters appear when all the current ones are dead. All these events are timed so you can try to complete them as fast as you possibly can. All scores will be viewable on world map.

Markolainen's Rpg Questions Thread

27 November 2008 - 04:00 PM

Since I'm propably going to have a lot of questions of your thoughts and ideas regarding my upcoming RPG I thought I might have one thread only where I post all my questions. This is so I don't have to make a new thread every other day when a new idea pops up.

I will keep all the main questions on this post and maybe have some of  the currently discussed at the end of the thread with the replies.

Main question 1: Combat
First here is an explanation on the combat system: (Note that this might change)

Base System
* Combat will be turn based.
* The characters turn order will depend on the stats of each character.
* When it's you turn you'll gain an amount of Action Points for your character depending on his stats.
* The player will be able to use attacks, spells, abilities and items for the cost of AP.
* The player will be able to hot equipp a certain amount of items and be able to use them for a lower cost.
* The player will get certain skills with certain weapons to lower the AP cost for the weapons.
* With this system you'll be able to do multiple attacks per turn or even attack and heal afterwards. Unused AP can be used to boost evasion, defence, block chance, counterattack chance, rest up HP/MP or defend an ally. All theese different AP usages would have higher chances and stats depending on AP left.
Melee System
* For each succesful hit in a row you gain a little boost in hit chance, crit chance, damage.
* If you miss you get a AP penalty which varies on the type of weapon used.
* Weapons will differ in hit chance, crit chance, combo bunuses and many other things.
Magic System
* Magics will only be like side-kicks for you character.
* They'll use less AP compared to melee attacks with no combo bonus but use more AP compared to melee attacks with combo bonus. Therefore they are often good to use if you plan to do something else than just attack one turn.
* Magic attack would not get any combo bonuses and using one would neutralize the combo bonuses you had in melee.

My questions right now regarding the combat are these:
1) Do you think this system seems good in general? Something you'd like to change?
2) How do you think I should limit the magic system? Should I make max uses per day (DnD) or make a cooldown or max usses per fight? Any thoughts are welcome.
3) Any other ideas on the magic system?
4) Do you think that weaknesses and resistances are necessary? Like Fire, Ice, Water, Piercing, Slashing, Bludgeoining.

Main question 2: Leveling
I've only scratched the surface on the levelnig part. But I have some ideas on how to do this.
Version one:
Player chooses a class for each character (or chooses characters with different classes, it's tha same in the end anyways.;))
The players then gain different spells, skills and so on depending on their class. The system could have class changes where you chose one of 2 classes to go deeper into.
Version two:
All characters are "blank pages" and you then choose skills as you level up.
You could get skills by using points that you gain as you level up. (Lineage 2 and I think FFT for PSX has the same system.)
Or you could get one skill per level you choose.
If going with this method you could either make a character that is wery deep and has high level of certain skills or has little skill in many different areas.

One option is to make a hybrid with these two and have classes with skill choosing.
And in either case the player would get some customizability on stats lite streangth and so on.

If you have any kind of different idea regarding the leveling system please post it.:lol:

/Markolainen