Advice on general approaches or feasibility and discussions about game design
by Skyrunner65 » Fri Nov 07, 2014 11:24 pm
Updated Stable Version
Changelog:
-Incomplete weapon, Knife Throw
(You throw a knife with A. That's it.)
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Skyrunner65
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- Posts: 371
- Joined: Thu Mar 20, 2014 5:37 pm
- Location: NC,USA
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by Skyrunner65 » Sat Nov 08, 2014 7:58 pm
I've updated the stable, but I have a problem in it.
The knife isn't visible when thrown.
I honestly don't know how to fix it.
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Skyrunner65
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- Posts: 371
- Joined: Thu Mar 20, 2014 5:37 pm
- Location: NC,USA
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by Skyrunner65 » Sun Nov 09, 2014 1:01 am
Well, I've updated the stable once again, but I need to explain what my definition of "stable" is;
Something that will not break easily or can support itself.The code in the stable version has the capability to have an enemy, but I don't know how to have him in the game and still be able to move my character around.
I could just merge it with the play() function, but I want that to only be for the player's functions.
Me and my stubbornness...
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Skyrunner65
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- Posts: 371
- Joined: Thu Mar 20, 2014 5:37 pm
- Location: NC,USA
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by Skyrunner65 » Sun Nov 09, 2014 10:41 pm
Now I'm stuck.
I've more or less moved on to a melee attack, but I can't implement it.
I've updated the broken version, please help.
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Skyrunner65
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- Posts: 371
- Joined: Thu Mar 20, 2014 5:37 pm
- Location: NC,USA
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by clement » Mon Dec 08, 2014 6:58 pm
Hi,
I ve read your brocken version
I modify the player.ino :
- Code: Select all
void play(){
while(true){
gb.update();
if (gb.buttons.repeat(BTN_A,1)){
gb.display.drawBitmap(playerx,playery,playerattack,NOROT,playerflip);
}
else
{
gb.display.drawBitmap(playerx,playery,player,NOROT,playerflip);
};
if (gb.buttons.pressed(BTN_UP)){
playery--;
};
if (gb.buttons.pressed(BTN_DOWN)){
playery++;
};
if (gb.buttons.pressed(BTN_LEFT)){
playerx--;
playerflip = FLIPH;
};
if (gb.buttons.pressed(BTN_RIGHT)){
playerx++;
playerflip = NOFLIP;
};
};
};
++
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clement
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- Posts: 161
- Joined: Sat Oct 25, 2014 8:06 am
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