I'm finally implementing a currency system in the game, every item in the game is worth something in three categories: red resources, green resources and blue resources. For example, "transforming" an axe into resources(selling it) gives you 250 green, and to "make"(buy) it you need to spend 500 green. The watering can needs 250 red and 250 green and so on.
Since I now have "forest/green" and "island/blue" graphical styles I decided to add a "red" one to even things out. It's the volcano!
I'm finally implementing a currency system in the game, every item in the game is worth something in three categories: red resources, green resources and blue resources. For example, "transforming" an axe into resources(selling it) gives you 250 green, and to "make"(buy) it you need to spend 500 green. The watering can needs 250 red and 250 green and so on.
Since I now have "forest/green" and "island/blue" graphical styles I decided to add a "red" one to even things out. It's the volcano!
I assure you that I will definitely get this game. Nice work!
If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens.
Been making changes to the game based on the critiques everyone has been giving (but won't be accessible until the next demo, whenever that is)
Spikes should not cause instant death when you are temporarily invulnerable after getting hit by an enemy.
Matasaburos (the air guys) cannot blow you off ladders.
I do need everyone's input about the Battons. Currently, they will fly upwards for a little and then stop, possibly ending in mid-air. I understand that they should stop flying upward when they collide with an impassable area, but with the example in level 3, there is no such barriers except on the far sides when you initially make the climb upward. Creating tree leave tiles that were impassable for getting them to work properly would result in Megaman being able to stand on these if he were to fall from above, which is definitely not what I had in mind.
So, I was thinking of this. They'll stop when they hit an impassible area, but if they don't collide with such barriers in a certain amount of time, they'll stop automatically, even if it is in mid air. Or, for that latter part, if they don't collide with anything after a period of time, they could just go right back into follow mode. No stopping. What do you all think?
edit: I told myself I wouldn't be working on this until after vacation (I haven't start that vacation yet), but I guess I couldn't help myself....
I'm finally implementing a currency system in the game, every item in the game is worth something in three categories: red resources, green resources and blue resources. For example, "transforming" an axe into resources(selling it) gives you 250 green, and to "make"(buy) it you need to spend 500 green. The watering can needs 250 red and 250 green and so on.
Since I now have "forest/green" and "island/blue" graphical styles I decided to add a "red" one to even things out. It's the volcano!
I really can't wait for this! It looks so awesome!
@Swordx i just made you a bunch of mushroom sprites! I'll try to post them tomorrow.
Ooooo thank you!!!
I also added a couple flower-type sprites to it! I assure you that i'll LOVE DA2!!! And i hope that you'll like the full game of The Land of Verge,i'm really trying to give you lots of things to do in each area!
Been making changes to the game based on the critiques everyone has been giving (but won't be accessible until the next demo, whenever that is)
Spikes should not cause instant death when you are temporarily invulnerable after getting hit by an enemy.
Matasaburos (the air guys) cannot blow you off ladders.
I do need everyone's input about the Battons. Currently, they will fly upwards for a little and then stop, possibly ending in mid-air. I understand that they should stop flying upward when they collide with an impassable area, but with the example in level 3, there is no such barriers except on the far sides when you initially make the climb upward. Creating tree leave tiles that were impassable for getting them to work properly would result in Megaman being able to stand on these if he were to fall from above, which is definitely not what I had in mind.
So, I was thinking of this. They'll stop when they hit an impassible area, but if they don't collide with such barriers in a certain amount of time, they'll stop automatically, even if it is in mid air. Or, for that latter part, if they don't collide with anything after a period of time, they could just go right back into follow mode. No stopping. What do you all think?
edit: I told myself I wouldn't be working on this until after vacation (I haven't start that vacation yet), but I guess I couldn't help myself....
Maybe you should make the battons stop right at the top of the area you are in if it doesn't hit anything else. That would fix the problem with area 3.
@Swordx any suggestions on certain plant sprites for me to make for DA2? Also,do you have swapnote on 3DS,if you do,we should discuss PTC stuff on that.
please someone tell me how to properly make a sprite appear and move with the dpad. i tried something on a different tutorial and it just shows up as an open treasure chest.
P.S. i am going to work on a game where you just float around a haunted mansion. kindof like abyss for 3ds eshop.
P.P.S. i would also like to know how to make programs into QR codes so i can post my finished game (probably will be called hoverer) on this thread
please someone tell me how to properly make a sprite appear and move with the dpad. i tried something on a different tutorial and it just shows up as an open treasure chest.
P.S. i am going to work on a game where you just float around a haunted mansion. kindof like abyss for 3ds eshop.
P.P.S. i would also like to know how to make programs into QR codes so i can post my finished game (probably will be called hoverer) on this thread
ACLS
X=0:Y=0
SPSET 1,64,2,0,0,0
@SPRITE
CLS
B=BUTTON():B2=BUTTON(2)
SPOFS 1,X,Y,0
IF !B AND 1 THEN SPANIM 1,1,1,0
IF !B AND 2 THEN SPANIM 1,1,1,0
IF !B AND 4 THEN SPANIM 1,1,1,0
IF !B AND 8 THEN SPANIM 1,1,1,0
IF B2 AND 1 THEN SPANIM 1,4,10,0
IF B2 AND 2 THEN SPANIM 1,4,10,0
IF B2 AND 4 THEN SPANIM 1,4,10,0
F B2 AND 8 THEN SPANIM 1,4,10,0
IF B AND 1 THEN GOSUB @UP
IF B AND 2 THEN GOSUB @DOWN
IF B AND 4 THEN GOSUB @LEFT
IF B AND 8 THEN GOSUB @RIGHT
please someone tell me how to properly make a sprite appear and move with the dpad. i tried something on a different tutorial and it just shows up as an open treasure chest.
P.S. i am going to work on a game where you just float around a haunted mansion. kindof like abyss for 3ds eshop.
P.P.S. i would also like to know how to make programs into QR codes so i can post my finished game (probably will be called hoverer) on this thread
ACLS
X=0:Y=0
SPSET 1,64,2,0,0,0
@SPRITE
CLS
B=BUTTON():B2=BUTTON(2)
SPOFS 1,X,Y,0
IF !B AND 1 THEN SPANIM 1,1,1,0
IF !B AND 2 THEN SPANIM 1,1,1,0
IF !B AND 4 THEN SPANIM 1,1,1,0
IF !B AND 8 THEN SPANIM 1,1,1,0
IF B2 AND 1 THEN SPANIM 1,4,10,0
IF B2 AND 2 THEN SPANIM 1,4,10,0
IF B2 AND 4 THEN SPANIM 1,4,10,0
F B2 AND 8 THEN SPANIM 1,4,10,0
IF B AND 1 THEN GOSUB @UP
IF B AND 2 THEN GOSUB @DOWN
IF B AND 4 THEN GOSUB @LEFT
IF B AND 8 THEN GOSUB @RIGHT
I'm currently making a peg solitare game since I'm having trouble trying to make bigger games...
It will include 2 or 3 more games that you might know. If I,m able to I will post qr codes. Just so you guys know I will probably get this done in October or September.
If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens. Wait was that just a joke?
3DS Friend Code: 1478-3545-5136 | Nintendo Network ID: GreatGamer123
So this is me playing MM2
Oh I'm doing okay, I got pretty far without taking much damage. gets killed by spikes Why haven't I played Megaman in a long time?
Gah, the button isn't being very easy. Early in my code i put this-
B=BUTTON()
So later I could type this-
IF B AND 16 THEN GOTO @STARTGAME
It displays this on the menu-
GLADIATORS
ALPHA 1.0
PRESS A!
But then when I run it and press A nothing happens.
I might not have enough input for it to run a game test, but I got a sprite working the correct way and still it doesn't do anything.
What's wrong here?
Warrior Cats-Coming soon from your not-very-local kind of inexperienced game developer!
I'm not developing it right now- just after I have Apocalypse Rising and Gladiators out, I won't update those two very often and make a Warrior Cats game I have dreamed about ever since I read that book series.
EDIT: Or it could be a mod for Village. I kind of want it to be a standalone game, but it might be quicker with the Village engine... maybe...
I might have a team working on this when I have Apocalypse Rising and Gladiators in at least 1.0 or 1.1 or maybe even 1.2
lol I think I'm the only one to beat both MM2 demos. Everyone on GameFAQs seems to be saying it's impossible. I feel special.
I just can't get past that part on level one where you have to jump over all of those towers of spikes!
That was the hardest part of the demo. The end of level one is directly after it.
Yeah,i figured it was close to the end because i was able to get far enough to see that it says "You made it"... On demo 2 i got to an area that has what i think are floating words but i can't make out what its supposed to be,and it doesn't let me leave that area.
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