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bballmike156
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Default 10-29-2009, 05:05 PM

Yah i'v noticed that too. =( I can't get past level 4 right now haha. That is particaly because of this big Iron Man that pops out in level 1 and it never dies by then so it blows up on me haha. So yah extra lives, or him having a health bar would be good. =)

EDIT: Now I know what you mean, I was in level 4, I killed the zombie, then I got kicked. >.>

Last edited by bballmike156; 10-29-2009 at 05:12 PM.
   
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x2495iiii
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Default 10-30-2009, 12:32 AM

Funny story about that:

I thought the glitch was funny at first, so I left it in. Later, I thought it'd be cool if the penguin could cap a zombie right as it's getting ready to kick him, so I tried to fix it, but realized that, as the code is written now, I'd have to add some really unhappy if/else ifs or nine extra methods to make it work. I just didn't want to gum up the works any more than I already had, so I left it in again. Now, here you are asking for it some more, so ok, I'll add the if/else ifs.

By the way, I've already added an ability which allows you to take a hit and keep playing.

And as far as the big one goes, I don't plan on adding a health bar, since part of its threat is that you have no idea how many more bullets it can take, or if you'll be able to stop it, before it reaches you.


(')>

Last edited by x2495iiii; 11-05-2009 at 03:38 AM.
   
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Chris101b
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Default 10-30-2009, 12:51 PM

You could put a dummy way up in the air for each zombie, and when they kick, the dummy flies to the zombies foot in zero seconds. Then tell the penguin that when the dummy is within x meters of dummy, he dies. That is how I made meleeing work in Infiltration. It works really well.

Or I just thought that you could have the dummy on his foot already and have it not showing. Then right as his foot gets to where you want it, it appears. Same basic idea, less work.


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bballmike156
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Default 10-30-2009, 03:00 PM

Yah when I said health bar, I meant for the penguin not for the zombies, but yah I like the game. =)
   
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Dameria
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Default 10-30-2009, 03:03 PM

Quote:
Originally Posted by Chris101b View Post
You could put a dummy way up in the air for each zombie, and when they kick, the dummy flies to the zombies foot in zero seconds. Then tell the penguin that when the dummy is within x meters of dummy, he dies.
Or you could just make ONE dummy not showing on the penguin, and then incorporate that one dummy into the kick method for all zombies with the if/else statement...
   
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rockstar442
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Default 10-30-2009, 07:17 PM

umm hi im new (well to this site) but i wanted to know where do you get the gun i cant find it anywhere i looked in objects but it wasnt there
   
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xxledzeppelin2x3
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Default 10-30-2009, 11:00 PM

WOW! you are ridiculous! this is the most amazing thing i have ever seen! u must have suffered many headaches in the process of making this game! i thought it was bad making my skateboarding game. lmao what a joke. well back on the subject, you aree amazinggg !
   
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xxledzeppelin2x3
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Default 10-30-2009, 11:10 PM

also how do i get new guns to switch to when i click "S" it just stays on the barreta
   
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x2495iiii
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Default 10-31-2009, 02:44 AM

rockstar442: I converted and imported the model from sources other than the objects gallery. If you want to use it, though, here's a link to a world with MANY weapons, including the ones I used in the game:

Weapons, Vehicles, and more

On that note, I spent a good part of today finding cool models in the Google Sketchup warehouse and converting them to Alice friendly format. I REALLY want to learn how to cut objects into subparts so that animation is possible, so that I can use models like the one in the Alice world below (wouldn't it be SO COOL if you could use him?)

xxledzeppelin2x3: Thanks, I'm glad you like the game. To get new guns, you have to buy them with points. Use the beretta at first, then press space to pause the game and then click the "Guns" tab on the right to bring up the weapons purchase menu. The cheapest gun is 30,000 points, though, so you'll have to save up.

Dameria and chris101b: Yeah, I suppose that would work. I'll give it a shot and see what happens. Thanks guys!

Other notes: RP3's theme was the addition of upgrades. RP4's theme will be...classes! I always liked being able to choose what kind of hero I wanted to be, like warrior or ninja or whatever. I'm going to make two powers for each class, one which comes with the class and one which must be bought, as well as a hat or accessory for each class that is added to the penguin when you choose the class. So, if you guys have any ideas for what classes (and corresponding abilities) could be included, shout em out!

-Already in the game: Ninja, Gunner, Blaster (uses the lasers), Marksman (WAY different than the gunner, trust me), Bomber, Slayer.

And finally, I was experimenting with a program to get an object to turn to follow the mouse cursor, but ultimately gave up with it because it was annoying me WAY too much. IF you guys have any ideas on how to do this without having it mess up when you move the mouse too quickly, tell me.
Attached Files
File Type: a2w neatModel.a2w (1.30 MB, 11 views)


(')>

Last edited by x2495iiii; 11-05-2009 at 03:41 AM.
   
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Dameria
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Default 10-31-2009, 06:55 PM

That neatModel right there has awesome visuals! But, it is highly lacking in parts. There should definitely be more parts to it, like the Halo Master Chief model that I configured to be able to move in another thread (somewhere in the Works-In-Progress section). Also, it is way to big, 1.3 MB? Are you really willing to put that much in even if you can get it to move?

Haha, I saw what you did in your program trying to do the mouse thing and everything, and I made a VERY EXTREMELY EASY way to do it with only 1 code that does basically what you are trying to do (although not completely) but only with 1 relatively simple code!!! lol

Try it out and see if this is what you were trying to do.
(The random subtract and division I got from trial and error to try and get the best results.)

You can twink it by adding barriers and making him slower and stuff, but I just did this quick, I'll let you build onto it (if you want).
Attached Files
File Type: a2w FollowMouse2.a2w (255.1 KB, 9 views)

Last edited by Dameria; 10-31-2009 at 07:24 PM.
   
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