WHO WANTS TO WORK ON AW?!?!
anyways yeah im fully back now basically.
so @Prokuku ill be starting a test cutscene and if ya wanna you can too.
honestly it dosent have to be anything spectacular or anything to do with the game, just needs to be a type of one or ever more than one if you want, after we finish with our ones then we will look at em and see which ways of doing it are better. so yeah though to make things easyer for a story just do some random thing or even make one for it, i dont care and it dosent really matter, just make something that will keep you or anyone else entertained.
anyone else IS welcome to make one too, its not only for us so if you are some random dude and ya wanna make one then go ahead and do it.
um so we really need to decide how the game is gonna progress (E.G. -levels that are completed showing the story or chapters or gameplay-)
we had talked about this but to my knowedge nothing was decided so PLEASE GIVE YOUR SUGGESTIONS FOR THIS, I'll make a poll of them or we will just once we get them.
@Warrior: not rushing but i was excited to see your redo of the shooting code, but i was guessing it might be a bit hard.. anyways if you get stuck on anything just tell us so we can help you.
oh and you might wanna make certain button variables so if will be possible to make switchable button controls if you know what i mean.
@prokuku i have some ideas of cool stuff to add to your pause menu to make it... cooler.. that sounded bad uhhhhhhh... ummm.. i mean some stuff to put on it idk.. ill tell you later but what is your current progress on that..?
THIS IS SOME CODE I NEEDED TO SAVE THAT COINS MADE FOR A CUTSCENE DEMO OR SOMETHING IDK PAY NO ATTENTION OF YOU WANT
NPC_PATH_INDEX = 0' the current index in the npc's walking path DIM NPC_PATH[20] DIM NPC_COORDS[3] 'DIMMING IT AS 3 MEANS YOU CAN ONLY ACCESS FROM 0-2 NPC_COORDS[1] = 20' NPC_COORDS[2] = 20' NPC_PATH[0] = 0 '0 is up NPC_PATH[1] = 1 '1 is down NPC_PATH[2] = 2 '2 is left NPC_PATH[3] = 3 '3 is right SPSET 0, 10 'GET THE NPC X AND Y FROM THE ARRAY FOR EASIER SPOFS BEFORE START NPCX = NPC_COORDS[1] NPCY = NPC_COORDS[2] SPOFS 0, NPCX, NPCY, 0 'move the sprite number 0 to the location 20, 20 @MAINLOOP UPDATESCENE NPC_PATH_INDEX OUT NPC_PATH_INDEX VSYNC 1 GOTO @MAINLOOP DEF UPDATESCENE INDEX OUT I NPCX = NPC_COORDS[1]' NPCY = NPC_COORDS[2]' MOVEDIRECTION = NPC_PATH[INDEX]' INDEX = INDEX+1 'THE INDEX VARIABLE HAS TO BE INCREASED SO THAT NEXT TIME 'THIS FUNCTION GETS CALLED IT READS FROM NPC_PATH[INDEX+1] 'THE NPC_PATH CONTAINS THE LIST OF WHICH DIRECTION THE NPC WILL MOVE IN 'NEXT I = INDEX 'NOW TO ACTUALLY MOVE THE NPC 'NOTE ALL THESE VARIABLES ARE LOCAL ONLY TILL THEY GET WRITTEN INTO THE ARRAY IF MOVEDIRECTION == 0 THEN NPCY = NPCY-1 'FIRST CHANGE VARIABLES IF MOVEDIRECTION == 1 THEN NPCY = NPCY+1 IF MOVEDIRECTION == 2 THEN NPCX = NPCX-1 IF MOVEDIRECTION == 3 THEN NPCX = NPCX+1 IF MOVEDIRECTION == 0 THEN SPOFS 0, NPCX, NPCY, 0 IF MOVEDIRECTION == 1 THEN SPOFS 0, NPCX, NPCY 0 IF MOVEDIRECTION == 2 THEN SPOFS 0, NPCX, NPCY, 0 IF MOVEDIRECTION == 3 THEN SPOFS 0, NPCX, NPCY, 0 'LASTLY WRITE THE CHANGED NPC COORDINATES BACK TO THE ARRAY NPC_COORDS[1] = NPCX' NPC_COORDS[2] = NPCY' END