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Topics - Antikore

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46
General Discussion / Let's talk about the Platform Builder's slang
« on: December 09, 2020, 11:31:43 AM »
    It may be useful to have these optional keywords:

Technical
  • Pbx: PB project file
  • UPE: Ultimate Platformer Engine
  • cp: Command Prompt
  • gs: Game Setup
  • cmd: command
  • IE Enemy: Ignore Environment Enemy
  • EO: Empty Object
  • Object: Any custom instanceable thing in PB. Custom enemies, characters, items, projectiles and blocks.
Users
  • TT: TingThing
  • CGM: Christian Game Maker
  • AE: Aeterna
  • Tbb: TheBurningBreath666 (AE's non-business name)
  • Giz: Gizgord
  • Anti: Antikore
  • Alju: Alley
  • Set/Setap: Setapdede
Games
  • PB: Platform Builder
  • MB: Mario Builder
  • IGP: Invasion Going Personal
  • ASM: The Adventures of Super Mike
  • CC: Castle Chamber
  • Ghawst: Ghawst's Corridor
  • SA: Super Adventure
  • SAR: Super Adventure: Reloaded

I think we should do a bit of sharing about what could be good and what could be bad for a slang like this[/list]

47
Tutorials / How to do a three-shooting gun
« on: December 09, 2020, 11:25:42 AM »
Making some good stuff requires you of very peculiar systems. For example, I've made a weapon that shoots 3 different bullets, one homing, one normal and one with gravity, and all of them in different directions.

How I've done it? Well, magic is not the way. I've made an invisible and ie enemy (ie stands for ignore environment) which is spawned when the normal projectile, the one that we shoot is created.
Code: [Select]
spawn enemy X, self
Now, the enemy when created will make itself invisible and ie, and then, shoot:
Code: [Select]
enemy visible = false
enemy = ignore environment

//-> Shooting commands. I don't recommend you to use directly the enemy shooting settings,
// cuz it will make projectiles damage player. (I don't have the commands here)

//Check also for the direction of the player

Then just add a remove enemy command in the fire projectile cp.
Hope this teachs you something. Cya.

48
Suggestions / Bounce command for projectiles
« on: November 24, 2020, 03:53:28 PM »
Code: [Select]
bounce = [side]
Simulates the bounce of a projectile

49
Suggestions / Two small suggestions that I need for PB 9
« on: November 24, 2020, 03:01:03 PM »
I need for my game two things:
No health enemy - This is a mix between invincible enemy and non-invincible one. You can damage it as a normal enemy but he won't die never directly. Useful if we want to make our own enemy health system.

Strike character & Strike enemy CPs for projectiles - Keeping the strike target one, these ones will execute specifically when colliding a character or enemy respectively. Useful for making our own player health system.

50
What the heck are these?


NOTE: I know at least AIM and MSN but why are here if those aren't used in years. MSN died around 2010 lol

51
Suggestions / Sprites for huds
« on: September 22, 2020, 02:07:00 PM »
The same as how hud texts works. Having 20 sprites (or more if possible) that we can modify on the run.
This would be useful as we could do things like custom health bars much easier.

Example
Code: [Select]
//Area startup command prompt
hud sprite 1 position = 8, 8

if health = 4
hud sprite 1 = 1 //Sets that hud sprite to sprite with id 1
if health = 3
hud sprite 1 = 2
//...
Pretty understandable. That could work with a lot more stuff

52
Suggestions / Command for exit the game
« on: September 18, 2020, 03:50:47 PM »
as simple as that
Code: [Select]
exit game

53
Suggestions / Allow character designs to hold custom sprites too.
« on: September 18, 2020, 11:31:59 AM »
For example, if in my game I need multiple characters, and for each one I have an extra sprite which not correlates with any PB movement (using char sprite repeat and that), I will need this.
I tried to do it with variables but looks like variables are a little buggy due to the changes.

Anyways, to use it I imagine you could use a command like
Code: [Select]
design sprite repeat = <id of the movement in that current design>
Works like the char sprite repeat but ids work for the movements of the design

54
Suggestions / CP Compiling and parsing for exe exports
« on: September 16, 2020, 05:28:43 PM »
I still have the theory that PB requires more cpu when the command prompt has more lines etc.
If that's the case, my idea is that when you export to exe, PB will convert all the command prompts into the minimum expression of them, so the game will run as fast as possible. If you don't understand let me explain

I have this cp, well ordered, understandable, and human-readable
Code: [Select]
color = white

//If the player has defended recently, remove cooldown
if defendingS > 0
     defendingS - 1

//If the player is still defending, give effects. If not, enable hurt again
if defendingS > 16
{
     effect = circle in
     remove hurt = true
}
else
remove hurt = false

//REGEN SYSTEM
bulletRegen + 1 //Regen time progresses

//Regen if the delay succeed
if bulletRegen >= 30
{
     bulletRegen = 0
     ammo + 1
}

//Reset character sprite if the wall slide
if wall slide = true
     reset char sprite

But the program may need require to consume some resources to check where something is important or not. To fix that, when you export to exe, PB will convert this command prompt into something like this
Code: [Select]
color = white
if defendingS > 0
defendingS - 1
if defendingS > 16
{
effect = circle in
remove hurt = 1
}
else
remove hurt = 0
bulletRegen + 1
if bulletRegen >= 30
{
bulletRegen = 0
ammo + 1
}
if wall slide = 1
reset char sprite
Less human-readable but faster for the game to run.
In general, its removing comments, empty lines and in general anything that would require PB to unnecessarily consume more than truly needed. This is actually what true scripting languages do. In general, they remove any comments and convert into the most simple machine-language possible,

55
Off Topic / Let me explain myself...
« on: September 13, 2020, 04:07:19 PM »
It's nothing new that I'm the perfect project abandoner. Each time I open PB is generally because I have a new idea to try out. I'm tired of abandoning projects so I will explain a bit how my way of abandoning works to see why each project of my own has been discontinued.

Reason 1: Idea was made barely
When I have an idea for a game, I generally have a complete concept made in my head, but this is not always the case. When I feel that the game isn't going to anywhere, like adding random stuff just to add something because I don't have a real idea of what I want.
Reason 2: I lose interest on it aka I'm very lazy
When this happens is generally because the project was going good but I wasn't finding anymore fun with the project, so it gets discontinued.
Reason 3: The idea was made well, but adding stuff gone wrong:
When this happens, its because I get adding unnecessary stuff to the game and the project starts to feel fullfilled of trash, so I lose interest on it.
Reason 4: Lack of resources or knowledge/pb limitations
When this happens is because I got to some point where I needed to do something that is truly hard and I can't find a way to do it well, or I don't have resources such as graphics or things like that. Even when PB requires something it lacks right when I'm doing it to make it, it makes me abandon it.
This gets some kind of additional power at the start. If I find some kind of wall when making the game at the very starts I feel uncomfortable and I generally abandon it. This is the most important reason of my projects I never even talked about, followed by reason 1. And I'm such a perfectionist guy that loses interest when something is going kinda bad or just the graphics doesn't look like I expected, its hard to me to see it correctly.
Reason 5: I get overwhelmed by the project
When the ideas I have to add to the project are a lot I start to get lazy and I generally don't finish it.

So, which projects I discontinued and why?
Project TC: I started to add things that weren't completely important and I had some issues with PB those times, so reason 3 and 4.
Castle Chamber: Reason 5. I wanted to add much things, also kinda reason 2
Graveyard Shift: Reason 1. I didn't have a real idea of what I wanted to do, and I couldn't find something that fit my expectances, so F.
Mad Brad: Reason 2 and 1. The idea wasn't very good at all and I just lose interest on it.
Gun Banzai: The only excepcional case, the final result wasn't the good I thought, with general opinions, and the change requirement it needed was a lot so I gave CGM the project.

The project I was working on:
Ghawst's Corridor: Reason 4, 3, and a bit of 2 and even 1. I will continue it in the future, but I need of graphical resources I don't have and I was also adding some stuff it didn't makes sense. I just need some motivation and the resources required.

Okay, so, after you read this you will probably say "Well, nobody asked". This is more of a way to me to see what I'm doing wrong and people know what I did wrong or what happened to these projects.

Anyways, if you read this entirely, thank you so much :D

56
They should or at least they need to be able to behave like that. Also, I think they should have at least an option to make spring-like things that collide with our enemie push him upwards in the max power, like when the player jumps on a spring-like thing holding jump button.

This could make funny games imo.

57
Let me explain, I'm trying to do a defend dash system, however, my defend variable stays in 0.
Here are my three command prompts
Code: [Select]
//Player 1 - Create CP
local var defend = 0

Code: [Select]
//Player 1 - Looping CP
if defend > 0
defend - 1
if defend > 16
{
     color = yellow
     effect = diamond out
     remove hurt = true
}
else
remove hurt = false
<area name>[defend] //For testing

Code: [Select]
//Player 1 - Pick Key Press CP
if defend = 0
defend = 32

However, it just does nothing

58
This is strictically necessary for continue Ghawst's Corridor.

59
Suggestions / Exit Game Command
« on: August 10, 2020, 03:51:25 PM »
For example, to be used on .exe for quitting the game.

60
Suggestions / enemy health and projectile health commands
« on: July 23, 2020, 02:39:54 PM »
Code: [Select]
enemy 1 health - 1
projectile 4 health - 3
removes health from enemies and projectiles
this could be useful for example, in the case of projectiles, use it to remove health each time the projectile collides so it has a bouncing lifespan.

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