
Unofficial Evil Toaster Adventures: The Frankfurter Cycle
Moderators: ~xpr'd~, tyteen4a03, Stinky, Emerald141, Qloof234, jdl
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
Well, here we go on updates:
Development updates:
I finally figured out that I can't get views without advanced mode on. *self-facepalm*
I am working on creating a "camera" object for the cutscenes.
Idea updates:
I will refer to the game in two phases. These refer to the time relative to the destruction of the Mega-Roaster.
Instead of being level based, this game will consist of one large world filled with hazards. Signposts will direct you to the nearby cities.
The roles for characters?
Cher: Most of the first phase will be played with him. He uses melee weapons, though this could mean daggers, swords or hammers.
App: For the first phase of the game, App (while captured) will introduce new enemies and fight various bosses while testing them for Frankfurter. Meanwhile, he will try to escape. He will use ranged weapons, starting out with splapples, and moving on to various bow-type weapons. In the second phase of the game, he will learn magic.
Slippery: For the first phase of the game, after he is freed, he will be searching for his child who was separated from him when they were captured. In basic form, Slippery knows how to hover/fly for a limited amount of time and elemental powers. When equipped with certain staffs (which are his weapon), however, he will be able to use other powers. In the second phase of the game, he has to get Cher to safety after he is severely wounded. (No, you can not get me to tell you how Cher was wounded.)
Benevo: He will be introduced in the first phase; however, he will not make much of an appearance until the second phase where he undergoes several "stealth" missions. His weapon will be toast which he can enhance with certain abilities.
The banana's explosive weapon idea has been somewhat ditched, though I may make the "raw magic balls" he launches without using MP explode when they hit something.
Development updates:
I finally figured out that I can't get views without advanced mode on. *self-facepalm*
I am working on creating a "camera" object for the cutscenes.
Idea updates:
I will refer to the game in two phases. These refer to the time relative to the destruction of the Mega-Roaster.
Instead of being level based, this game will consist of one large world filled with hazards. Signposts will direct you to the nearby cities.
The roles for characters?
Cher: Most of the first phase will be played with him. He uses melee weapons, though this could mean daggers, swords or hammers.
App: For the first phase of the game, App (while captured) will introduce new enemies and fight various bosses while testing them for Frankfurter. Meanwhile, he will try to escape. He will use ranged weapons, starting out with splapples, and moving on to various bow-type weapons. In the second phase of the game, he will learn magic.
Slippery: For the first phase of the game, after he is freed, he will be searching for his child who was separated from him when they were captured. In basic form, Slippery knows how to hover/fly for a limited amount of time and elemental powers. When equipped with certain staffs (which are his weapon), however, he will be able to use other powers. In the second phase of the game, he has to get Cher to safety after he is severely wounded. (No, you can not get me to tell you how Cher was wounded.)
Benevo: He will be introduced in the first phase; however, he will not make much of an appearance until the second phase where he undergoes several "stealth" missions. His weapon will be toast which he can enhance with certain abilities.
The banana's explosive weapon idea has been somewhat ditched, though I may make the "raw magic balls" he launches without using MP explode when they hit something.
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
Code: Select all
Other Event: Game Start:
set variable d_jump to 0
Collision Event with object Basic Wall 1:
set variable d_jump to 0
move in direction direction at most 16 till a contact with solid objects
start moving in directions 000010000 with speed set to 0
Keyboard Event for Key:
if relative position (0,4) is not collision free for Only solid objects
set the vertical speed to -10
else
if d_jump is equal to 0
set the vertical speed to -10
Last edited by Master Wonder Mage on Thu Nov 17, 2011 10:33 pm, edited 1 time in total.
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
Not sure, but I think I see your problems. First of all, your double jump is sending you downward, not upward. Change it to -10, or something less, considering it's just as high as a normal jump. Also, after the else, remove the 2 things checking where the solid objects are and stuff. It will allready be fine because of the else.
- MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9712
- Joined: Mon Dec 01, 2008 10:18 pm
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
Master Wonder Mage wrote:I now have this code, and you can hang onto the ceiling for an infinite amount of time, and you can only double jump when dropping off of the ceiling.Code: Select all
Other Event: Game Start: set variable d_jump to 0 Collision Event with object Basic Wall 1: set variable d_jump to 0 move in direction direction at most 16 till a contact with solid objects start moving in directions 000010000 with speed set to 0 Keyboard Event for Key: if relative position (0,4) is not collision free for Only solid objects set the vertical speed to -10 else if d_jump is equal to 0 set the vertical speed to -10 set variable d_jump to 1
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
There's your problem, too many toasters!Master Wonder Mage wrote:I now have this code, and you can hang onto the ceiling for an infinite amount of time, and you can only double jump when dropping off of the ceiling.Code: Select all
Other Event: Game Start: set variable d_jump to 0 Collision Event with object Basic Wall 1: set variable d_jump to 0 move in direction direction at most 16 till a contact with solid objects start moving in directions 000010000 with speed set to 0 Keyboard Event for Key: if relative position (0,4) is not collision free for Only solid objects set the vertical speed to -10 else if d_jump is equal to 0 set the vertical speed to -10
Sorry I just had to. How's the game going?
Okay, I already see problems.
Other Event: Game Start:
set variable d_jump to 0
Problem right there. The d_jump should be in "Create" OR you should have a controller with the "Create" event. However, if you choose to do this, make the variable something like "global.djump". Then you can use the variable anywhere. Also, you should have a variable named "air" to take place.
Collision Event with object Basic Wall 1:
set variable d_jump to 0
(NOTE: if you choose to use the air variable, make it take place as well)
move in direction direction at most 16 till a contact with solid objects
(NOTE: In my games, if your going down, mine is
move in direction 270 at most 12 till a contact with solid objects
)
start moving in directions 000010000 with speed set to 0
(Direction is middle.)
Keyboard Event for Key:
(is this space? if so then.)
if relative position (0,4) is not collision free for Only solid objects
set the vertical speed to -10
else
if d_jump is equal to 0
set the vertical speed to -10
(Mine is (WELL IF YOU CHOOSE TO HAVE AIR)
if air is equal to 2
exit
set the vertical speed to -10
set air to relative 1
I haven't tried this in a while.)
Other Event: Game Start:
set variable d_jump to 0
Problem right there. The d_jump should be in "Create" OR you should have a controller with the "Create" event. However, if you choose to do this, make the variable something like "global.djump". Then you can use the variable anywhere. Also, you should have a variable named "air" to take place.
Collision Event with object Basic Wall 1:
set variable d_jump to 0
(NOTE: if you choose to use the air variable, make it take place as well)
move in direction direction at most 16 till a contact with solid objects
(NOTE: In my games, if your going down, mine is
move in direction 270 at most 12 till a contact with solid objects
)
start moving in directions 000010000 with speed set to 0
(Direction is middle.)
Keyboard Event for Key:
(is this space? if so then.)
if relative position (0,4) is not collision free for Only solid objects
set the vertical speed to -10
else
if d_jump is equal to 0
set the vertical speed to -10
(Mine is (WELL IF YOU CHOOSE TO HAVE AIR)
if air is equal to 2
exit
set the vertical speed to -10
set air to relative 1
I haven't tried this in a while.)
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
- Master Wonder Mage
- Rainbow SuperStar
- Posts: 2124
- Joined: Sat Jan 08, 2011 5:26 pm