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Might make SBS readonly: thread

Rushing Blade Control Mechanic

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JacboyXCreated:
Download:CJDNF3D4
Version:Size:
A test program that explains the automatic movement and dash controls. Still trying to figure out the jumping.

Instructions:

Controls Left/Right: Change Direction "X" Button: Dash

sbs broke for me idk why.

I seriously would like to know how to do the jump mechanic without screwing up the whole program, and without using the "@" symbol.

I like the sprites!! Nice work!

Replying to:JacboyX
I seriously would like to know how to do the jump mechanic without screwing up the whole program, and without using the "@" symbol.
I will try to make a test jump but no promises

Replying to:JacboyX
I seriously would like to know how to do the jump mechanic without screwing up the whole program, and without using the "@" symbol.
you can maybe use the command
def
but after the lines if code you want to define, you need an
end
. in front of
def
you need a definition name. this def end thing is so you can do exactly that without the
@
symbol. eg:
'def to define what jump is
def jump
dec y,10
spofs 0,x,y
end
'main loop
while death==0
spset 0,0
spofs 0,x,y
stick out sx,sy
x=x+sxยค2
if button(0)==16 then jump
wait 1
wend
die
'death
def die
'whatever death code
end

Hi JacboyX, I like a lot the sprites and UI elements. In fact, I started a project in lowerdash to help you a bit with the implementation of sprites, animations and platform mechanics. Key: [QKYDE4QD] PS: Some mechanics like jumping or collision with background are on the file _EUTiL. PS2: I moved some elements to a new graphic file to store elements of the UI. Also removed some texts since you can generate them using GPUTCHR, PRINT or an external library like KNJLIB or SFNT.

Replying to:raimondz
Hi JacboyX, I like a lot the sprites and UI elements. In fact, I started a project in lowerdash to help you a bit with the implementation of sprites, animations and platform mechanics. Key: [QKYDE4QD] PS: Some mechanics like jumping or collision with background are on the file _EUTiL. PS2: I moved some elements to a new graphic file to store elements of the UI. Also removed some texts since you can generate them using GPUTCHR, PRINT or an external library like KNJLIB or SFNT.
Where's PS3 and PS4?

Replying to:raimondz
Hi JacboyX, I like a lot the sprites and UI elements. In fact, I started a project in lowerdash to help you a bit with the implementation of sprites, animations and platform mechanics. Key: [QKYDE4QD] PS: Some mechanics like jumping or collision with background are on the file _EUTiL. PS2: I moved some elements to a new graphic file to store elements of the UI. Also removed some texts since you can generate them using GPUTCHR, PRINT or an external library like KNJLIB or SFNT.
lol

Thanks for the help and the comments you guys. I guess now it would be a good time to tell you how this game is played out. It's a Mega Man style game with a simple control concept. In this game the character moves automatically as you saw in the program. So you use the Left and Right directions to change the direction of the character, A and B to jump, X and Y for the dash/attack, and you can use the L and R buttons to change Dash Arts, which of course is gained by defeating the bosses of course. And there are health extensions and upgrades for the armor. I'll post a pic of the controls.

Replying to:JacboyX
I seriously would like to know how to do the jump mechanic without screwing up the whole program, and without using the "@" symbol.
Is it possible to use def for the controls as well?

Replying to:JacboyX
Thanks for the help and the comments you guys. I guess now it would be a good time to tell you how this game is played out. It's a Mega Man style game with a simple control concept. In this game the character moves automatically as you saw in the program. So you use the Left and Right directions to change the direction of the character, A and B to jump, X and Y for the dash/attack, and you can use the L and R buttons to change Dash Arts, which of course is gained by defeating the bosses of course. And there are health extensions and upgrades for the armor. I'll post a pic of the controls.
The controls are in the thumbnail images above.

Replying to:Amoura
I like the sprites!! Nice work!
Thanks.

Replying to:Amoura
I like the sprites!! Nice work!
You're welcome.

Replying to:JacboyX
Thanks for the help and the comments you guys. I guess now it would be a good time to tell you how this game is played out. It's a Mega Man style game with a simple control concept. In this game the character moves automatically as you saw in the program. So you use the Left and Right directions to change the direction of the character, A and B to jump, X and Y for the dash/attack, and you can use the L and R buttons to change Dash Arts, which of course is gained by defeating the bosses of course. And there are health extensions and upgrades for the armor. I'll post a pic of the controls.
One thing I forgot to mention, you can do Megaman X Dash Jumps in the game as well..

Replying to:JacboyX
I seriously would like to know how to do the jump mechanic without screwing up the whole program, and without using the "@" symbol.
idk. maybe, the best way to learn is to test.

Replying to:JacboyX
I seriously would like to know how to do the jump mechanic without screwing up the whole program, and without using the "@" symbol.
Cool. Well if I ever run into trouble, I know who to call.

Replying to:JacboyX
I seriously would like to know how to do the jump mechanic without screwing up the whole program, and without using the "@" symbol.
well, im not that good, im still stuck on sprite to bg collision. ive looked all over sbs for it and still dont understand.

Replying to:raimondz
Hi JacboyX, I like a lot the sprites and UI elements. In fact, I started a project in lowerdash to help you a bit with the implementation of sprites, animations and platform mechanics. Key: [QKYDE4QD] PS: Some mechanics like jumping or collision with background are on the file _EUTiL. PS2: I moved some elements to a new graphic file to store elements of the UI. Also removed some texts since you can generate them using GPUTCHR, PRINT or an external library like KNJLIB or SFNT.
@MastR3C0RD On PSN.

Replying to:raimondz
Hi JacboyX, I like a lot the sprites and UI elements. In fact, I started a project in lowerdash to help you a bit with the implementation of sprites, animations and platform mechanics. Key: [QKYDE4QD] PS: Some mechanics like jumping or collision with background are on the file _EUTiL. PS2: I moved some elements to a new graphic file to store elements of the UI. Also removed some texts since you can generate them using GPUTCHR, PRINT or an external library like KNJLIB or SFNT.
Cool program. Now the front BG layer (Layer 3) Has all the walls and platforms and such. Can you make some sort of text data program to where it can contain data of walls, platforms, hazards, etc.?

Replying to:raimondz
Hi JacboyX, I like a lot the sprites and UI elements. In fact, I started a project in lowerdash to help you a bit with the implementation of sprites, animations and platform mechanics. Key: [QKYDE4QD] PS: Some mechanics like jumping or collision with background are on the file _EUTiL. PS2: I moved some elements to a new graphic file to store elements of the UI. Also removed some texts since you can generate them using GPUTCHR, PRINT or an external library like KNJLIB or SFNT.
Yes, but it will take some time to make something useful. I already did that on Factory RPG and on this game [X3D4VWQE] but I haven't make a modular map engine yet. (The one used in those games is bind to the entities of the game.)