Unofficial Evil Toaster Adventures: The Frankfurter Cycle

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Which playable character do you want to see most?

Poll ended at Thu Dec 08, 2011 11:38 pm

Cher
0
No votes
App
2
40%
Slippery
2
40%
Benevo
1
20%
 
Total votes: 5
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boywhoflies
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Post by boywhoflies » Fri Sep 30, 2011 10:21 pm

Cool. :P
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Master Wonder Mage
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Post by Master Wonder Mage » Wed Oct 19, 2011 12:04 am

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.
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boywhoflies
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Post by boywhoflies » Wed Oct 19, 2011 12:10 am

The forced-testing with App is actualy pretty awesome. :3
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boywhoflies
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Post by boywhoflies » Thu Oct 20, 2011 12:29 am

Random suggestion:Give Flitch and Blacky wizzard's hats.
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Master Wonder Mage
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Post by Master Wonder Mage » Thu Oct 20, 2011 11:57 am

boywhoflies wrote:Random suggestion:Give Flitch and Blacky wizard's hats.
I think I'd rather use staffs on them too. I don't see the wizard's hat graphic looking very good.
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Post by boywhoflies » Thu Oct 20, 2011 8:54 pm

Okay.
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Master Wonder Mage
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Post by Master Wonder Mage » Tue Nov 01, 2011 12:54 am

Update:

Change Benevo to Benedetto

Also, all five chapters will be included in the same game.

I've finished making a list of all the equipment in the game.

Would a mod please change the title to Evil Toaster Adventues: The Frankfurter Cycle.
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Master Wonder Mage
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Post by Master Wonder Mage » Wed Nov 16, 2011 10:59 pm

Bump.

Okay, I used the code from MNIK's example quests things for a small test level. As far as I can tell, I didn't change anything, but yet I can't move left and right; I can only jump.
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boywhoflies
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Post by boywhoflies » Thu Nov 17, 2011 1:15 am

Could I see it?

BTW, I voted for Slippery in the poll. Partly because he's my charecter and partly because the magic would probaly add a lot of variety.

I have a idea for a spell, called "Broken Mirror" which causes whoever gets hit to get realy unlucky and gets hit by a asteroid or siomething.
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Master Wonder Mage
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Post by Master Wonder Mage » Thu Nov 17, 2011 3:12 pm

Could someone tell me how to do double jump? That's the only part of my basic engine movement engine I don't have working yet.
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boywhoflies
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Post by boywhoflies » Thu Nov 17, 2011 9:29 pm

Called it, I'll edit it in.

Edit:Have a varible. I call mine "dj" but you can call it whatever. Set it to 0 at room start and when you land after a jump. In the jump event, check if you're not on the ground and if dj is equal to 0. If so, do your smaller jump and set dj to 1.
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Master Wonder Mage
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Post by Master Wonder Mage » Thu Nov 17, 2011 9:54 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
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.
Last edited by Master Wonder Mage on Thu Nov 17, 2011 10:33 pm, edited 1 time in total.
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boywhoflies
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Post by boywhoflies » Thu Nov 17, 2011 10:10 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.
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MyNameIsKooky
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Post by MyNameIsKooky » Thu Nov 17, 2011 10:19 pm

boywhoflies wrote:Change it to -10, or something less, considering it's just as high as a normal jump.
Actually, the double jump in the canon games is slightly lower than the first jump.
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Post by boywhoflies » Thu Nov 17, 2011 10:22 pm

I know. That's what I meant to say, sorry about that. :3
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Master Wonder Mage
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Post by Master Wonder Mage » Thu Nov 17, 2011 10:33 pm

Master Wonder Mage wrote:

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
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.
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DEEMAN223344
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Post by DEEMAN223344 » Thu Nov 17, 2011 10:34 pm

And according to the Boxinator Remake topic, the first jump should be -14.
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Master Wonder Mage
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Post by Master Wonder Mage » Thu Nov 17, 2011 10:35 pm

I have the jump heights where I want them. Okay?
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DEEMAN223344
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Post by DEEMAN223344 » Thu Nov 17, 2011 10:41 pm

Okay, I just wanted to help make it as realistic as possible.
Does the djump reset to zero after you hit the ground?
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Master Wonder Mage
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Post by Master Wonder Mage » Thu Nov 17, 2011 10:46 pm

Yes, it does. I find it interesting that you are worrying about making double-jumps realistic. *shot*
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DEEMAN223344
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Post by DEEMAN223344 » Thu Nov 17, 2011 10:59 pm

Realistic to the actual series.
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Master Wonder Mage
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Post by Master Wonder Mage » Thu Nov 17, 2011 11:03 pm

I know. Just my bad sense of humor. This game will be very different from the actual series. I'm just using the series as something to start working with.
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Post by DEEMAN223344 » Thu Nov 17, 2011 11:29 pm

...And the Double Jumping is part of it.
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boywhoflies
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Post by boywhoflies » Sat Nov 19, 2011 5:49 pm

Master Wonder Mage wrote:

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
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.
There's your problem, too many toasters!

Sorry I just had to. How's the game going?
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Micman27
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Post by Micman27 » Sat Nov 19, 2011 6:15 pm

Hmm, lemme see this code.
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Micman27
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Post by Micman27 » Sat Nov 19, 2011 6:39 pm

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.)
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Master Wonder Mage
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Post by Master Wonder Mage » Tue Nov 22, 2011 6:31 pm

I've actually decided to make the jump a little higher and take double jump and d-smash out. It's supposed to be a semi-realistic game. So now I will work on the shop and fighting engine, and then make a small initial "practice" release. Then the opening cutscenes for chapter 1.
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Master Wonder Mage
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Post by Master Wonder Mage » Tue Nov 29, 2011 11:38 pm

Okay, to fit the ET5 plot better, I extended the plot a bit. Added as a major boss is "Mega Numera", and the game will have 100 bosses. Gertrude and Tex will be PCs.
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Post by boywhoflies » Tue Nov 29, 2011 11:43 pm

100 bosses? 0_0
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Post by Master Wonder Mage » Sun Dec 04, 2011 4:31 am

How do you make gropples work?
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