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Author Topic: flying shooter style stage  (Read 2268 times)

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Offline rafhot

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flying shooter style stage
« on: April 06, 2011, 11:18:58 pm »

Hello fellas today im fine tunnig the third stage of my mod and i want it start as a flying shooting game

(like in captain america and te avangers flying shooting stage)

i want they use a flying animation instead the default idle animation for this stage and the attack button will become a shooting button

when they get hit they perform a flying pain animation and when they die they go offscreen

i need to do all those things in my playable characters or i will need create new characters just for this stage?

im out of examples to take a look and understand how it should work
thnx

Offline Bloodbane

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Re: flying shooter style stage
« Reply #1 on: April 10, 2011, 12:47:44 am »
Quote
i need to do all those things in my playable characters or i will need create new characters just for this stage?

 The easy way is, you need to create new characters text, technically. I'm talking about using weapon model for the flying mode here. This mode is activated by setting setweap in respective stage so players use the weapon model right away (without picking up weapon at all).
 There are mods using this trick but I can only recall Night Slashers X ATM.
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline rafhot

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Re: flying shooter style stage
« Reply #2 on: April 10, 2011, 12:59:19 am »
thnx to reply bloodbane

i already did it last night
but now im struck with other thing

i want my characters when flying on this stage  shoots like in any shooting game


ive tried using a knife  and using throwframe without sucess

ive tried also a:
 subentity   tstrike
 summonframe   1 0 0 0 0

but theanimation stay freezed on the screen and dont go foward as it should be

here is my attack 1

anim attack1
   offset   89 65
   loop   0
   delay   7
subentity   tstrike
summonframe   1 0 0 0 0
   bbox   4 10 146 73
   drawmethod  256  256  0  0  0  -1  -1  0  336  #change sprite angle
   frame   data/chars/ch7/fly/f1.pcx
   offset  89  55
   frame   data/chars/ch7/fly/f2.pcx



heres a screenshot showing the attack animation with the shot freezed


how i should do to make it works like a shot?
thnx




Offline Bloodbane

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Re: flying shooter style stage
« Reply #3 on: April 10, 2011, 01:21:06 am »
 You used throwframe without success? the knife stays still?
 That's odd.

 About using summonframe or spawnframe, entities spawned with this don't move by default.
 Anyways, you can always use jumpframe to move the projectile like this:

anim idle
   delay   100
   offset   5 3
   attack   0 0 10 6 10 1
   dropv   4 2 0
        jumpframe 1 0 5 0
        sound   data/sounds/dor.wav
   frame   data/chars/misc/bullet.gif
   frame   data/chars/misc/bullet.gif

 Still, static thrown knife is odd.
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline rafhot

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Re: flying shooter style stage
« Reply #4 on: April 10, 2011, 01:31:55 am »
using the throwframe the animation havent shooted and using summonframe i got it shot at least with the shoot freezed on screen
maybe i ave used the throwframe wrongly in this new txt


i will explain all i did:
in the main txtx character file i have create a "weapon"that is thor flying
i put this line on my main character .txt:

weapons  Fly-thor Thor


and then created a new txt called Fly-thor
inside this new txt file i put again the knife:

knife    tstrike

anim attack1
   offset   89 65
   loop   0
   delay   7
   bbox   4 10 146 73
   sound   data/chars/ch4/p1.wav
      drawmethod  256  256  0  0  0  -1  -1  0  336  # change flying sprite angle
   frame   data/chars/ch7/fly/f1.pcx
      offset  89  55
   frame   data/chars/ch7/fly/f2.pcx
       throwframe   2   2




i did something wrong here using the throwframe?



Offline Bloodbane

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Re: flying shooter style stage
« Reply #5 on: April 10, 2011, 01:45:03 am »
 No wonder! Throwframe 2 2 means the knife is thrown at 3rd frame and 2 pixels from offset point. Thor only have 2 frames that's why nothing is thrown.

 Don't forget to load the knife too!
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline rafhot

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Re: flying shooter style stage
« Reply #6 on: April 10, 2011, 01:57:23 am »
yeah thats it eheheh thank you
now i can shoot!


now i only need another thing but this time a stage related, i want make my players fly to whole screen like in a flying shooter game
i ve tryed to change the Z cordinates on levels.txt but  my screen continues with some  flying limitations
i removed the whole Z cordinate and still the same
any ideas how to make the screen all open to fly?

Offline Bloodbane

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Re: flying shooter style stage
« Reply #7 on: April 10, 2011, 06:28:25 pm »
 I don't understand what you meant with 'open to fly'. I assume you have done stuffs like pseudo travel so that might not be the case.
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline rafhot

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Re: flying shooter style stage
« Reply #8 on: April 10, 2011, 06:36:36 pm »
i just have the ground limits to fly

i wish my character could fly to whole screen or something to simulate this feeling

Offline Die_In_Fire

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Re: flying shooter style stage
« Reply #9 on: April 10, 2011, 06:41:36 pm »
easy, just put the z corrdinates properly, for example:

z 6 239 150

I did and works.

Offline rafhot

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Re: flying shooter style stage
« Reply #10 on: April 10, 2011, 06:45:29 pm »
yes thats it!

thank you
i was not using the third parameter in the Z cordinates

now with your example i figured out :P

Offline Die_In_Fire

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Re: flying shooter style stage
« Reply #11 on: April 10, 2011, 06:54:05 pm »
no problem

I don't know very much about the engine, but when I can, I help

keep the good work.

Offline rafhot

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Re: flying shooter style stage
« Reply #12 on: April 10, 2011, 07:08:20 pm »
now its time to think about enemies :)

i will need some custom IA to deal with enemies on this stage?

i think if every enemies walks only foward in this stage i think it will be very easy

i think in some different types of enemies for  this stage


the kamikaze ones (enemies who flys and explodes if touch on the player)
the shooters (but i think it will requeire a special kind of shoot for every direction instead to just shoot foward)
big ships (those big ships shoots for many places at the same time)

the boss a real big guy who loves to eat worlds :P  (in this case i think the giant boss should be without move only attackin on 3d ranges while recieve shoots from heroes... but how to do it 3d?

those are now my new challanges for this special stage :)


Offline Bloodbane

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Re: flying shooter style stage
« Reply #13 on: April 10, 2011, 11:52:17 pm »
Quote
i will need some custom IA to deal with enemies on this stage?

 Roughly speaking, yes. The gameplay is different compared to regular beat'm ups. In most shooter games (not just flying ones), controlled character or ship is sensitive and dies in one hit. Also everything aside of powerups kills character or ship if touched.
 This sensitivity is balanced with ability to shoot endlessly though.
 OTOH every enemies with health more than 1 HP, never plays PAIN let alone FALL nor RISE. They simply blink if hit by attack and they can do anything without being interrupted by player's shots.

 Still, in your mod, you can apply this gameplay rule or keep the beat'mup rule.

Quote
the boss a real big guy who loves to eat worlds :P

 I thought you are going to have Giant Sentinel as boss 1st :). Or maybe Silver Surfer :).

Quote
(in this case i think the giant boss should be without move only attackin on 3d ranges while recieve shoots from heroes... but how to do it 3d?

 That's why I mentioned shootemup rule above. For the immunity,you can use nopain or defense command.
 For the moving AI, I usually just put the boss in attacking mode at start with script. No range at all. In the attack animation, boss moves and attacks in certain pattern.
 There's more to the AI but those are the basics.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline rafhot

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Re: flying shooter style stage
« Reply #14 on: April 11, 2011, 05:19:24 am »
in my vision i will try to make something very close to the captain america and the avangers flying shooting stages


btw i found i nice looking png image in the google and i wish to use it on my stage background but im failed to put the image as background, i failed to convert it to indexed colors without lose quality
anyone can convert it to me or teach me what im doing wrong with this image?

 



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