[4.5.9] Castle Kicker (WIP/Working Title)

CluckFox

Active member
After the tech demo comes a real game. . .
VHXaZYL.png
 

Jonny

Well-known member
It's eventually going to be a dash-attack, doing damage and recoil when it hits something.
I tried doing a dash-attack but it ended as a hard fail. Managed to get the player to shoot forward by manipulating horizontal speed in the physics script but that was about it. Although I've decided on regualar 'jump-on' kills now it will still be interesting to see how it should be done.

The jump and kick you have looks like it'll be a fun mechanic in the game. Maybe the kick could be more instant after the jump? Is the jump with variable, i.e can you jump as high or as low as you want before pressing the kick?
 

CluckFox

Active member
The jump and kick you have looks like it'll be a fun mechanic in the game. Maybe the kick could be more instant after the jump? Is the jump with variable, i.e can you jump as high or as low as you want before pressing the kick?
You can kick as high or low into the jump as you want. The "windup" delay is adjustable with the animation speed. I have everything slowed down a bit so a screen grab will show the "Liu Kang kick" animation I cobbled together.

The secret sauce here is that, after the windup, the actual player object doesn't move, it's just in an animation of one blank frame. The object shooting across the screen is a player projectile, both literally and metaphorically. ;) I hope to be able to teleport the player to the projectile's last known location once it collides with something and disappears.
 

Jonny

Well-known member
Ahh! Ok I understand the kick now, cheesy kung-fu movie style. I'm imagining a sweet sound effect for that kick @Logana

That's really clever regarding the projectile. I think I saw someone doing something similar with a cat grab thing, not sure if they ultimately used that method. I can't seem to find the thread now unfortunately.
 

CluckFox

Active member
That's really clever regarding the projectile. I think I saw someone doing something similar with a cat grab thing, not sure if they ultimately used that method. I can't seem to find the thread now unfortunately.
I got it doing projectile-like things, such as breaking down weak walls:
RfetjfU.gif
 

Jonny

Well-known member
That's awesome - using the wall rebound to progress. So the end position of player object is based on the last pos of projectile 'kick'. I can't figure out how you did it.
 

CluckFox

Active member
That's awesome - using the wall rebound to progress. So the end position of player object is based on the last pos of projectile 'kick'. I can't figure out how you did it.
Thanks! In this case it's mostly action states and a custom Solid Object reaction to "teleport" the player object when the projectile object hits a solid tile:

Code:
;; AI things
LDA Object_x_hi,x
STA tempA
LDA Object_x_lo,x
STA tempC
LDA Object_y_hi,x
STA tempB
LDA Object_y_lo,x
STA tempD
DestroyObject
TXA
PHA
LDX player1_object
LDA tempA
STA Object_x_hi,x
LDA tempB
STA Object_y_hi,x
LDA tempC
STA Object_x_lo,x
LDA tempD
STA Object_y_lo,x
ChangeActionStep player1_object, #BOUNCE_ACTION
PLA
TAX

I'll post all the scripts I used the next time I post a playable rom.
 

Jonny

Well-known member
I can attempt a better Cyclops (or anything else you need) in that same pixelart style if you want.
 
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