survival horror demo

Very very cool. It reminds me of Friday the 13th in the cabins meets Maniac mansion. There really are not to many games here I would really like to play but your is!
 
BentPawGames said:
Added melee attack, death animation for player and enemies, and some hellspawn turkeys for testing it all out. Also some atmospheric lightning :)

https://youtu.be/L5j237kDsrA
It looks amazing as always! :) I can't wait to play it.
 
Thanks! I need to get the melee figured out. a single 8x8 sprite melee weapon (which is the default) doesn't work very well for such a large character sprite. Also, when I go to set up the melee under game objects, I don't have much range beyond the character.

melee.png
 
Got new object melee weapon with animations, and got player death animation. Some lightning effects. And, some hellspawn turkeys for testing out the weapon.

Still need to figure out how to keep the weapon from disappearing when colliding with enemies, and also to get enemy death animation when destroyed with melee object.

https://www.youtube.com/watch?v=AGG1KMoHTgk
 
Some updates. Got melee weapon working without it disappearing. Got monster locks working. One thing I struggled with is that I wanted screens to permanently change when triggered, but triggers only deal with sprites, not tiles. So, with a combination of breakable tiles, a sprite object to look like a wall, and a special tile that triggers the screen, it means the player can break through the wall and the game will remember that (save for two breakable tiles at the base of the wall, but whatever) :) The solid breakable tiles also mean that the player can hit the wall "enemy" without the player getting hurt (this is because there is no easy way to make it so that a monster is solid but does NOT do damage).

Most all of this is thanks to the awesome help of Dale!

Still need to make it so that the wall sprite doesn't flicker when you enter the room, giving away the secret ;) Might just need to make it smaller?

https://youtu.be/diSxeMYyTvI
 

dale_coop

Moderator
Staff member
In fact, your Door/Lock tiles and your Monster Locks tiles can stay replaced on triggered screens.
For that you would have to set the COL_INDEX_LOCK / TILE_INDEX_LOCK / TILE_OPENDOOR and COL_MONSTER_LOCK / TILE_MONSTER_LOCK / TILE_MONSTER_LOCK_OFF and check that your checkTriggered monster / tiles scripts are correct (cf my Monster Lock tutorial that fixes all that http://nesmakers.com/viewtopic.php?p=10841#p10841).
 
thanks! Yep that is basically what I have. I made an edit to your monster lock code so that when I defeat a monster and the monster lock unlocks, the screen is triggered and it stays that way. I just had to uncomment some code. Gotta say, for the few things that I have figured out on my own, it feels really good! Through some application and trial and error, some of the coding is starting to stick and make sense :)
 

dale_coop

Moderator
Staff member
BentPawGames said:
Gotta say, for the few things that I have figured out on my own, it feels really good! Through some application and trial and error, some of the coding is starting to stick and make sense :)

Glad hearing that :) :) :)
 
Top Bottom