Halo-themed Side-scroller
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- Calc Master
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I use those all the time. But for XOR I think there is a slightly faster way. will make A 0 if A is 1 and make A 1 if A is 0.
Code: Select all
A=0->A
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Don't show the bullets. You won't be able to handle multiple high-speed projectiles in Basic, so don't even try. You will probably want to show projectiles for needler, charged plasma pistol, and rocket launcher, but
forget it for all the other weapons. You can't even see the bullets for most of the human weapons. For the sniper rifle, you could draw a line to show the bullet trail. Since the rocket launcher can't fire many shots at once and its projectile moves slowly, you can show that. Same with the charged plasma pistol and fuel rod cannon. As for needler, I don't know, since it can have many projectiles at once, and these move at a relatively high speed. You might want to cut out the needler, which is too bad since its one of the cooler weapons in the game- it would be very difficult to program, and probably slow down your game. For pistol, plasma pistol (regular shots), plasma rifle, assault rifle, and shotgun, just show a firing animation at the end of the gun's barrel, without showing the actual projectiles. For flamethrower (if you include it) just show an animated flame coming out the front.
I would also recommend limiting the number of enemies onscreen at once, say to four or so. With more enemies to handle, it would run very slowly. You will need to experiment to see how many enemies (and marines) you can handle without slowing down the game too much.
For the zoom on the sniper rifle, pistol, and rocket launcher, it would be cool to simply shift over several screens in the direction you are aiming. So for all of them you could see one screen ahead, and for sniper rifle you could see one screen ahead. Perhaps while zoomed in, you would be unable to move your character around, and instead move a target around.
I have to say, this project is EXTREMELY ambitious. Not that I think it can't be done. I'm sure it can. I just want you to realize how difficult an undertaking it will be.
forget it for all the other weapons. You can't even see the bullets for most of the human weapons. For the sniper rifle, you could draw a line to show the bullet trail. Since the rocket launcher can't fire many shots at once and its projectile moves slowly, you can show that. Same with the charged plasma pistol and fuel rod cannon. As for needler, I don't know, since it can have many projectiles at once, and these move at a relatively high speed. You might want to cut out the needler, which is too bad since its one of the cooler weapons in the game- it would be very difficult to program, and probably slow down your game. For pistol, plasma pistol (regular shots), plasma rifle, assault rifle, and shotgun, just show a firing animation at the end of the gun's barrel, without showing the actual projectiles. For flamethrower (if you include it) just show an animated flame coming out the front.
I would also recommend limiting the number of enemies onscreen at once, say to four or so. With more enemies to handle, it would run very slowly. You will need to experiment to see how many enemies (and marines) you can handle without slowing down the game too much.
For the zoom on the sniper rifle, pistol, and rocket launcher, it would be cool to simply shift over several screens in the direction you are aiming. So for all of them you could see one screen ahead, and for sniper rifle you could see one screen ahead. Perhaps while zoomed in, you would be unable to move your character around, and instead move a target around.
I have to say, this project is EXTREMELY ambitious. Not that I think it can't be done. I'm sure it can. I just want you to realize how difficult an undertaking it will be.
"You're very clever, young man, but it's turtles all the way down!"
great idea, dys...I had an idea about the levels...Each level is a program called at the beginning of a loop. It's based on screen number. The program draws the character. The program will have 1 (the first screen) stored to a variable. The enemy/background drawing program will be called, and the enemies, etc. will be drawn. the walking and stuff will then be checked, and if the character goes off the screen to the left, he is drawn at the right of the previous screen with all the enemies he killed still dead (using lists?); if he goes off to the right, he is drawn at the left of the next screen in sequential order, with all the new enemies...If the move does not change the screen, nothing is redrawn, except for the animations...
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Check this out: http://www.halozero.new.fr/
It's a 2d sidescrolling Halo, probably very much in the same vein as what you are trying to do.
It's a 2d sidescrolling Halo, probably very much in the same vein as what you are trying to do.
"You're very clever, young man, but it's turtles all the way down!"