• Please stop embedding files/images from Discord. Discord has anti-hotlinking logic in place that breaks links to Discord hosted files and images when linked to from anywhere outside of Discord. There are a multitude of file/image hosting sites you can use instead.

    (more info here)
Noxid
Reaction score
0

Profile posts Postings Media Albums About

  • Oh right, the stop motion.
    That isn't the original song, but is in fact a hyped up techno remix.
    Let me direct you to the original song, off of which I based my org.
    Here you go. check my newer post for newest link.
    I might have made a few edits since I posted it in thread, but I can't access my computer right now D:
    If you want to be sure you have the newest version, check my YouTube channel for a mediafire link (org AND mp3? How convenient~).
    Username ebob162.
    10.1
    It's definitely not to the letter, I took some liberties on the baseline and drums, staying in the right keys, of course.
    I have a request that you do not reach 1600 posts until you have my say-so.
    Hahah! Works like a charm, Noxid, thanks.
    I'll have no trouble with doing a thousand new things {And not just the one idea I originally planned} by using simple TSC now...
    Though <PHY0016:0001 doesn't seem to remove splash or the count down timer, unless I'm doing something wrong...
    {Extra bit though, so no real need to fix...}
    Thanks a lot for your work.
    Ah, heheh, it's always the one time when you assume, right? Trying this out right away...
    Also, okey-dokey about the water values, sounded too simple/obvious when I thought about it...
    Sorry for the long delay, got busy again; but it works, sorta....
    Dunno if I did something wrong, but I added in the Output, FixMaxSpeed, and PhysicChanges so far. I can tell the physics part is working, everything starts with a value of 0, so I just float there no matter what I do, but the commands don't seem to be changing anything. I tried setting up a big initializer/normalizer, and while nothing crashes or breaks, nothing seems to change either.
    It is <PHY*Type*:*Value*, right? So <PHY0000:0812 for normal walk speed?
    And do you know how the original physics found it's water values? Was there a modifier for the normal physics or pre-set values? I'm not sure if I should try to eyeball the water physics back from 0... Which is why I'm really thankful you gave me all the original land values.
    Despite your very best efforts to the contrary, I am still exactly 400 posts in front of you.
    Punk.
    Yes, I am. And, well, in your defines.txt file, 49E658 is the PlayerY arg. Doesn't seem to be a case sensitive issue with the asm txt either. Thanks for your help though, left a note for Carrotlord regarding this problem.
    Hm. Doukutsu Assembler returns an error. Unable to recognize pointer contents: 49E658]PO

    Any idea?
    Thank you! And well, no asm was needed (so far) for any of the weapon specific tiles. Rather, it's just clever TSC and bullet settings. For instance, only the polar ____ weapons have the "breaks blocks" checked. The missile blocks are actually entity 0321, which was set to have a 1x1 hitbox, and a few settings, that's placed inside of a solid [type 41] tile. It also has a second entity (just ent 0) that's placed on the same tile, and set to invincible. Since it's hitbox is larger, it blocks the snake from triggering the missile block ent. The missile launcher's explosion can still reach the desired ent, though, and thus trigger the death script which kills the tile. The fireball tiles are a tad trickier, but this proved to be an interesting twist to gameplay and puzzle-making. The fireball bullet itself had to be modified so as to be able to pass through a bullet-only-pass 'solid-shootable-invincible-npc' tile combo, and then actually reach the fireball block. The fireball block acts like a fuse, which sets off a (often very annoying to setup in TSC, but very fun and pleasing to watch) chain reaction wherein the adjoined flame blocks (which look different than the 'target' block) light up brightly and burn away. There's six steps to the burning animation, for each tile. It's all handled with <SMP and TSC. Combination <PRI and <KEY is used for each one to help stop the TSC invulnerable-quote, but sometimes it still happens. There are 'blocks' for the Blade, but they're really more like support cables, holding certain things up. Cutting them releases whatever they were holding up. They're always too far away for a fireball to reach, though. Blade was modified so it can pass through entities and keep going, and again the cable 'blocks' are usually protected by some sort of screen that stops single-hit projectiles. The snake goes through solid blocks of course, but only hits once. It can't reach anything intended for other weapons. I'm okay with the spur being able to break almost all of these blocks, as it's going to have a middle-stage weapon called the polar cross. The mechanics are very different than any gun I've seen so far, and I haven't developed it yet. I do think it should be possible, though. The polar cross will be able to trigger multiple switch blocks simultaneously, even though they are far apart. Switch blocks are only active for a few frames, so it's not possible to trigger both (sometimes more than two) with any other weapon, and not even curly riding on back would work.

    Sorry to ramble here, kinda wished these forums had proper PMs.
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Back
Top