Added hide_unless_in_editor_mode tag to the bubbler, now the designer can see it but not the player.

252

(18 replies, posted in Game assets)

Link: https://sites.google.com/site/thereallu … le-cabinet
Here it is, sorry.

253

(18 replies, posted in Game assets)

Another bugfix for the island fortress levels.  I'm sorry to say that my previous release was a bit too rushed, and as such level 2 still had several bugs which I did not foresee, including three which made the level unplayable.  I had some people play through both levels, in addition to playing through them both myself, and I now believe they are bug free.  If you spot any problems please let me know.

I have developed a new version of the water object.  It uses the set_zindex tag, so you will need the latest bleeding edge to use it.  I have also included a bubble maker object which runs on a random timer and produces bubbles which save a player from drowning.  Any input on the new version will be appreciated.  It can be downloaded from the same site as the last version.

Alexandre wrote:

Nice object. It will certainly help many users once it gets completed. smile

5. Any char which drowns turns into sonic for a few moments...

You can fix this by reading the cooperative play section of the api reference.

Unfortunately you can't remove the shield of the player without hitting it, but we can add a command for that. smile

Quick question, is there any way to do something similar to an [if...then...else] statement in an object?  Currently, when the player hits the drown section of the code I have it switch the player animation to "SD_SONIC" 9.  If I had If...Then...Else statements and an ability to detect which character is currently the observed one then I could have it use different animations.

ssdw wrote:

Go into the water and keep the space key down.
wait until the player dies.
The bug only occurs if the player sprint up (go up).
if the player dies, but didn't jump up (go up), then try again.

This was almost an intended feature, the sprite for drowning was almost meant to be the character's last desperate struggle for oxygen.  I have a couple of ways that this bug could be fixed, however I want to hear from the people who will be using this brick to determine which will be best.
1. Add an enable_player_movement action to the out objects so that if the sprite manages to touch the top before the drowning sequence is finished they will live.
2. Add an unsympathetic state to the water removers, meaning that if the sprite floats out of the water before the drowning sequence is finished the out objects will not be activated.  This will, of course, require a newer version of the object editor, however it may work out for the best.

If you want your input into which method will be used please let me know what you think.  In a few days I will add one of these two solutions to the object depending on what the community wants.

ssdw wrote:

I found a bug!
if the player jumps and below the jump, the player too little air, he is not dead and the player is no longer moving.

I tried to imitate your glitch, however I was unable to make it happen.  Can you please describe what you did in detail so that it can be imitated and I can try to see what is wrong with the code.

Ok, today I did a major bugfix, now the water almost works like it should (see first post).  I have a few bugs left, however I am stumped as to how I'm going to remove those right now.  If any of you have a solution to one of the remaining bugs please let me know.

KZR wrote:
ssdw wrote:

very nice
it would be nice if the player before he is dead gasping for air and a Sound effect (just like the old sonic games).

here's one:

http://www.fileden.com/files/2007/6/4/1 … /drown.zip

Ok, added to the object.

SilverstepP wrote:
lunarrush wrote:
SilverstepP wrote:

add_rings -999
hit_player

Problem solved and new version posted, thanks SilverstepP.

Oops, forgot to factor in the shield possibility. x_X Is there any way to remove the shield without damaging the player?

I'm not sure how to get rid of the fireshield without hitting the player, added this to the list of glitches.
On another note, I did another release which gives characters a drowning animation, however this caused an interesting glitch...

Edit: if you had a previous version of this object, please ensure that you erase all the files from the old version before copying the new files, the sprite sheets and object sheets have been combined in the new version, so failure to erase the old data will result in your game not being able to run.

SilverstepP wrote:
lunarrush wrote:

4. No available code to instantly kill a player, so once drowned
state is hit the player is "hit to death.

add_rings -999
hit_player

Problem solved and new version posted, thanks SilverstepP.

I started playing with the object editor last night, and managed to create something which I think level designers will find useful, water.  Now before you start celebrating and using it in your levels you should know that it has several bugs which I will list below.  If any of you have a solution to one of these bugs which can be implemented in the object editor which came with version 0.2.0 please let me know.

Warning: to use this object you must be using build 430 or higher.

How to download:
1. Visit the download page.
2. Click the download link below Water.zip.
3. Follow directions in READ ME to install.
Download page: https://sites.google.com/site/thereallu … le-cabinet

How to use:
1. Place exactly one of the Blackbox objects in the level in which you intend to use water.  I'm not positive if placing more will cause any strange errors, however I know that if you place too many it will make an enormous amount of objects which generally causes the game to freeze.
2. Place water objects wherever you wish to place them.
3. Ensure that the player touches an "out" object upon leaving the water.

Known bugs:
1. Unable to set player x and y speeds without forcing the player to keep moving through the water and making the player unable to enter the water from one side. (In Progress)
2. Placing more than one water in a row without putting an out on the inside edge of each block will result in death, yet doing this will save the player from drowning. (fixed, new object created which is destroyed by waterremover)
3. Unable to use hide_unless_in_editor_mode in the code, so once you place a water remover it becomes invisible. (fixed, placed before object states)
4. No available code to instantly kill a player, so once drowned state is hit the player is "hit" to death (Solved, thanks SilverstepP)
5. Any char which drowns turns into sonic for a few moments...(Fixed, thanks for the example SilverstepP)
6. Water causes knock-back of player if they enter with a fireshield.(Found by SilverstepP)
7. Shield protects player from death for a moment, and because of this they may escape drowning. (Found by SilverstepP)(Fixed using new kill code)
8. Hitting an "out" object after drowning_a stage is hit but before drowning_b is hit causes the game to freeze (Found by ssdw)(Solved using solution 1)

Possible solutions:
1. Make set_player_xspeed and set_player_yspeed variables which determine the speed of the player without forcing the player to move, possibly make new commands instead of changing these.  Use new button system to develop a different platforming system for use in water.
6. New object ability, remove_shield.

Planned features:
1. Sound effect upon entering the water.
2. New object designed to imitate the look of waves for use on top of current water. (Finished, acts as an alternate out object.)
3. Bubble object, meant to allow the player to survive longer under water.(Finished)
4. Change sprite to drowning and play drowning sound effect. (finished sprite, but is...interesting)(added sfx, thanks KZR)(Finished)
5. If player hits "out" after drowning they are saved.(Voted on by members)(Fixed and Finished)
6. Better zindex rendering.(Finished)
7. Bell sound effects in water (Suggested by ssdw)(In Progress, looking for "free" SFX)

Change-log:
09/29/2010: Beta released, bugs made known.
09/29/2010: Update, bugfix, new feature sprite drowning.  New bug, sonic drown.
09/30/2010: Major bugfix
10/19/2010: New features, bugfix.
10/20/2010: New feature, [if...then...else]
01/03/2010: Bugfix, New feature: Waves.

262

(18 replies, posted in Game assets)

I got the new level up and going sooner than I expected.  You can download both here:
https://sites.google.com/site/thereallu … le-cabinet

If you've played the first level be sure to play it again, its gone through a major bugfix.  The second level is the one for which I was working on the brickset, I hope you enjoy.  Any feedback will be appreciated.

263

(18 replies, posted in Game assets)

SilverstepP wrote:

Well, the 'pink' issue has been fixed. big_smile

Yep, however most of the brick-sets I've tried to design just end up looking like recolors of ones which already exist, however this may have to do because for the second level in the set I need something dark in design.

264

(18 replies, posted in Game assets)

Hello everyone, I'll be doing a remake of the first level I made, using some of the features of the newest release to make it better, and the second will be out as soon as possible.  I found out that I'm not inspired artistically enough to design a brick-set that I can release without worrying about how everybody will react to it, so for now I will be using brick-sets provided with the game.  Anyway, I'm hoping to have the newest version of level one online by Thursday of next week, so if you would like to try it out please check back then.

265

(18 replies, posted in Game assets)

Alexandre wrote:
lunarrush wrote:
ssdw wrote:

good level smile

the pink color code should be #FF00FF
or
         red: 255
     green: 0
       blue: 255

good luck!

Ok, I checked the color of the pink and it matched the prescribed color, yet it still gives me a pink background whenever I use one of the bricks.  Is there a specific Hue, Sat, or Lum?

Try saving it as a .bmp instead. What do you get?

Ok, that got rid of the pink background, thank you. smile

266

(18 replies, posted in Game assets)

ssdw wrote:

good level smile

the pink color code should be #FF00FF
or
         red: 255
     green: 0
       blue: 255

good luck!

Ok, I checked the color of the pink and it matched the prescribed color, yet it still gives me a pink background whenever I use one of the bricks.  Is there a specific Hue, Sat, or Lum?

267

(18 replies, posted in Game assets)

Hello everyone, I just finished my first level.  I hope you enjoy it, it took me quite a bit of my spare time to make.  For the second act I have designed a custom brickset, however I've run into a slight snag, all my triangular bricks display a pink background whenever I use them.  If you have a solution to my problem please post it, also any feedback on this level will be greatly appreciated, thank you.

Download link:
https://sites.google.com/site/thereallu … le-cabinet

268

(4 replies, posted in Off-topic)

Thank you all for the welcome, I'll have to try those two sites and see which one would work better for me, thank you for the advice.

269

(4 replies, posted in Off-topic)

I've been playing this game for only a short time, but I can already tell that it has the potential to be great.  I've already started messing around with the level editor and I hope that one day I will be good enough to help design some of the levels for the main game.

I have one major question, when I finish with a custom level, what is the best free site on which I can upload the finished product?  If anyone has any suggestions please let me know.