LiquidMetal wrote:
I think the collision scripts should go in the terrain sprites. That way, we can make use of the <touching color []?> block, so we know if the terrain sprite is touching a certain color. For collisions with enemies or other sprites, we might put a similar thing into those sprites. Now as the current XScroll project works, we would need copies of those scripts in each sprite. Even though that is redundant, that might be the best way to do it. Do you think there would be some way to fix that? What if the terrain sprites swapped so that the player is touching only one of the terrain sprites for 90% of the time? I think that if we did that, then there would be trouble when crossing over from one costume of the terrain to the next, when he is half on each, and swapping the positions would not help him be more on a specific terrain sprite. What do you think?
I think that sounds kind of complicated, or maybe I'm not understanding what you meant.
LiquidMetal wrote:
I had a realization. When you press the right arrow, we don't always want the character to move right. For example, if there is a large metal box in the way, we want him to attempt to push it. If he is currently buying weapons, we want something in the shop to change, and not the character to move. If you push down, and there is no space below him, we want him to duck. (Maybe he could have a special walk when ducking.) How should we handle this?
If there's a shop i think that he should enter the shop with the up arrow, and then there's a popup screen of the shop (moving is disabled till shop is closed). That way the shop can appear with all the items, the player can just click stuff he wants, confirm his purchase and close the shop--so basically up arrow doesn't jump if you're on a shop; instead it opens the shop.
I like the idea about pushing boxes.
For ducking.. We'd have to spread the leg sprites a little, move the torso down, and move the head down a little bit--but it doesn't seem like you could get very far with ducking.
For the new 0.0.7 project:
- The only change from 0.0.6 to 0.0.7 was that left goes left and down goes down.
- The character bounces..? Was this intentional?
- If you hold up, the character jumps then bounces, bounces higher, and it just keeps getting increasingly higher.
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LiquidMetal wrote:
This is what happens to the original window when I edit a description:
I can't fix that without redoing tons of code--I use chrome and don't have that problem, but it did happen in firefox. Instead of fixing that entirely, I just made it so that when you press change description it'll automatically go back.
Same for changing passwords.
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metal509 wrote:
For the new 0.0.7 project:
- The only change from 0.0.6 to 0.0.7 was that left goes left and down goes down.
- The character bounces..? Was this intentional?
- If you hold up, the character jumps then bounces, bounces higher, and it just keeps getting increasingly higher.
The character bounces, on purpose. This is in order that he can double jump in order to reach higher places. Is that a problem? I'm starting to think this character doesn't work for our storyline, or that he is too big for scratch, but I don't know where he could be used. What would we use instead? I'd rather keep him anyway, though, and we'll see where this goes. After all, the storyline isn't set in stone.
Also, it looks like its just us for the rest of this week, at least. My signature didn't recruit anyone
.
Last edited by LiquidMetal (2012-07-09 16:46:50)
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Also the question was not if those were good ideas - it was how we should go about doing that. A script for up-arrow disambiguation?
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LiquidMetal wrote:
Also the question was not if those were good ideas - it was how we should go about doing that. A script for up-arrow disambiguation?
when gf clicked
forever
if <key [up v] pressed?>
if <touching [shop v]?>
broadcast [enter shop v]
else
broadcast [jump v]
end
end
We'd probably replace the broadcast blocks, but this is basically what i was thinking.
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Ok, something like that will work.
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Are we doing anything here?
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On the actual project, were you making the sensors?
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I wasn't making anything at the moment.
I'm getting stressed about this. I think we should wait till zuwel or locomule comes back...
And I don't understand-- is Rick3137 joining, or not, I'm confused about that:
Rick3137 wrote:
Hello Liquid Metal:
This summer I am working with a program called Stencyl. It is very similar
to Scratch. I will be back to doing Scratch when the new version comes out.
Also, my sister wants to help out by being a game tester--she doesn't know anything about what we're doing, just that we're collaborating and making a new game, so she wanted to test it (whenever necessary) and give constructive criticism if she can.
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It looks like the collab will get rick next year, but this year, he is not helping out. (I invited him by comment, as I did you locomule, and a couple others. Thats why he posted here.)
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I strained a ligament in my foot during Tae-Kwon-Do class today, I'm not sure if I'll be able to help very much for the next few days... I should be better within 2-3 days, but until then I might be on a little less as it's hard for me to move from my bed, but I'll still try to help out.
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Ow! Get better soon!
It looks like everyone here will be inactive until next Sunday or Monday. I might try to do the sensors myself, or make a framework for animating our character, or I might wait till next week.
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Whoa! It looks like its down to two programmers, only
. Now what? Should I continue work on this by myself, and recycle what we did so far? We did enough, especially in the storyline department, that I may be able to go on alone. Or should just the two of us (+zuwel) work on it? You spent a lot of time on that web page...
Last edited by LiquidMetal (2012-07-14 22:05:07)
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LiquidMetal wrote:
Whoa! It looks like its down to two programmers, only
. Now what? Should I continue work on this by myself, and recycle what we did so far? We did enough, especially in the storyline department, that I may be able to go on alone. Or should just the two of us (+zuwel) work on it? You spent a lot of time on that web page...
No idea.. but this isn't exactly efficient, I'd like to have something like 6-7 members..
Whatever, it's up to you I guess.
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Well you saw my previous signature, but it didn't get anybody. I don't think I have any way of getting more members. Do you?
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LiquidMetal wrote:
Well you saw my previous signature, but it didn't get anybody. I don't think I have any way of getting more members. Do you?
Technically my sister's a game tester..
but we're still short on programmers... and most of everything else LOL.....
I don't know anyone else who could help..
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Weelllll neither do I. Should I try to do something on the request forums? Would that even be the right place? Or should we just disband until 2.0?
Last edited by LiquidMetal (2012-07-16 08:03:30)
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zuwel wrote:
Im back.wow it must have been really rough while i was gone
It still is, everybody quit. Its down too the three of us and metal's sister.
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LiquidMetal wrote:
Weelllll neither do I. Should I try to do something on the request forums? Would that even be the right place? Or should we just disband until 2.0?
What kind of thing would you request there?
Well, 2.0 is supposed to come out this year, right? But this is supposed to be over the summer... so if we disband we're doing nothing until summer 2013?
I just wish I knew a better way to advertise or something.. So we could have people NEXT year at least...
I think it's safe to say that for now, if we don't have more people at least within a few days, we should disband.
If we disband:
I'll be backing up the website, that way I can take it down until next year, as I'm not sure it'll still be up -- just found out that my host doesn't want file sharing unless I pay LOL -- but it might still be because the site isn't going to get popular or anything, so I really doubt my host will care much.
Let me know what you think, if I should try to leave it up. If not, I can add a "download all" button if you want to have the projects as well, and then I'd probably take it down within a week or two.
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