Community Project: Deity Project

May 28, 2011 at 2:46 AM
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Re: Community Project: Diety Project

that looks pretty great.
 
May 28, 2011 at 4:52 AM
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Re: Community Project: Diety Project

Wow so you are even going to create Pack-A-Punch weapons, that sounds amazing! I can imagine it will take much work, though.
 
May 28, 2011 at 5:32 AM
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Re: Community Project: Diety Project

Tpcool said:
Wow so you are even going to create Pack-A-Punch weapons, that sounds amazing! I can imagine it will take much work, though.

Not as hard as you might think. The regular weapons won't level up so they'll just level up when you use it. But with original weapons it'll be better than a normal level up.
 
May 28, 2011 at 6:02 AM
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Re: Community Project: Diety Project

Speaking of that, should we start discussing weapon ideas, or are we going to finish up other things first?
 
May 28, 2011 at 6:15 AM
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Re: Community Project: Diety Project

Cripplechair said:
Speaking of that, should we start discussing weapon ideas, or are we going to finish up other things first?

I cast my vote for weapons. It'll give Lunarsoul something to do. Let us list our weapon ideas and we shall extract from them the best parts!

Tri-shot
Ammo: 32 bullets.
Level 1: Fires three bullets straight out doing 3 damage per bullet.
Level 2: Fires three bullets straigt out doing 5 damage per bullet.
Level 3: Fires three bullets straight out doing 7 damage per bullet and combusting as it hits an enemy leaving a flame on the ground that does 2 damage to enemies (per bullet mind you).

Hey, with ASM is it possible to make weapons require reloading? And if anyone gives an unhelpful answer such as "yes" so help me God...

Sorry, people do that alot on the quick hacking/modding questions thread.
 
May 28, 2011 at 6:48 AM
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Re: Community Project: Diety Project

Holy Water
Ammo: ~12 (Negotiable)
'Inspired' *cough cough* by classic Castlevania games. Player lobs a jar of holy water in a small arc in front of them, which bursts into flames upon impact with the ground. Flame persists for a set period of time, doing damage to any enemy that comes in contact with it. The initial damage when the flame first appears is larger than the succeeding damage (i.e. if you get a direct hit on the enemy, it does more damage). Short/medium range. If you guys want it to be a little more modern, we could swap it to a napalm canister or something.

Level 1: Initial flame 5 damage, ongoing flame 1 damage. Must wait for flame to extinguish before throwing another.
Level 2: Initial flame 8 damage, ongoing flame 3 damage. Lingering flame period shorter than level 1. Must wait for flame to extinguish before throwing another.
Level 3: Initial flame 10 damage, ongoing flame 3 damage. Lingering flame period same as level 2. Can throw up to two jars at a time for stackable damage. (Hot damn!)

This weapon is meant to be used in conjunction with other weapons. i.e. Land a zombie in the fire, then hammer it out with a secondary weapon while they burn to do more damage at once. Damage values and times are adjustable, since I don't have a strong idea on what values would make it balanced. :)

Also, sorry, but I have no clue on the reload bit. I know virtually nothing about coding.

Edit: Could we have that title fixed? I'm sorry, but that typo is driving me insane.

Edit edit: Tweaked some content of the weapon.
 
May 28, 2011 at 12:22 PM
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Re: Community Project: Diety Project

Reloading? Lemme see...
We could set it to W (the reload button), then set a timer for the reload (it would take a while to reload). Then we just research the TSC command that restores weapon ammo. Thing is, that restores tje ammo of every single weapon. But with lots of space, that'll be easy to fix too.
For the holy water, we can use the fireball, and program it to arc a bit upwards, and then change into a fire when it hits the ground. Then we have to program the fire entity to hit any living object, and to diminish over time. We also need to prevent rapid fire.
Jeez...
And I have Misery Story occupying most of my time. :)
I guess I can squeeze a bit of ASM in though.

Also, 4:34? What's wrong with you people? I know it's the weekend, but you need sleep.
 
May 28, 2011 at 12:42 PM
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Re: Community Project: Diety Project

LunarSoul said:
Reloading? That's probably easy.
Code:
1              MOV ECX,0
2              ADD ECX,1
3              CMP ECX,(something high, really high)
4              JNE 1
5              ...
'5' would be when the weapon script ends. That way you have to wait for that amount of time to shoot again (but we'll also need to make it so it does not shoot if the weapon script is still being run).

That is an infinite loop... :)
 
May 28, 2011 at 12:44 PM
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Re: Community Project: Diety Project

Really? It seems fine to me.
Anyway, I edited that, since I'm pretty sure I was being insane. That was NOT what reloading meant.
 
May 28, 2011 at 12:47 PM
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It says:

int c;
TOP:
c = 0;
c += 1;
if (c != (something large))
goto TOP;

Well, more or less.
 
May 28, 2011 at 12:50 PM
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Re: Community Project: Diety Project

That still seems fine.
Add 1 to c
If c is not (example) 5
Go to...oops.
Well, it should be JNE 2 then. :)
Thanks for the info, nox!
 
May 28, 2011 at 2:04 PM
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Re: Community Project: Diety Project

excuse me but are we gonna include the differences between pistols and guns (Like how you can run faster with pistols equipped).
 
May 28, 2011 at 5:12 PM
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Re: Community Project: Diety Project

I don't think I'm that skilled in ASM. It needs to be a line of code that would constantly run, right? Or is it only run when quote is moving? And where could I find the value of quote's speed?

EDIT: Here you go, whoever is saving these.

diph.php
 
May 28, 2011 at 6:21 PM
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Re: Community Project: Diety Project

@ Lunarsoul: Those sprutes are pretty decent and I'm glad your here for ASM stuff. Using the fireball's code would be alot easier.

@ Cripplechair: The weapon sounds good for everything but it's damage. The damage should be a bit highrr, because zombies get more powerful with time.

Has anyone ever figured out how to .wav files in Cave Story? It would make for some interesting sound effects. If not the it's probably too much work.
 
May 28, 2011 at 6:25 PM
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Re: Community Project: Diety Project

Thanks. :mrgreen:
And I don't even know how to change sound effects. Sorry.
 
May 28, 2011 at 6:27 PM
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Re: Community Project: Diety Project

Yeah someone has worked out how to edit the wavs.
Ya need to contact Noxid about that!
 
May 28, 2011 at 7:21 PM
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Well the game doesn't use .wav files for the sound effects, it uses .pxt files which is one of Pixel's proprietary formats. SeaTone can extract, edit, and replace these files but other than that, there's not really any other easy way to make different sound effects.
I use .wav format for the sfx in my new engine because I'm a lazy fart.

What Jethawk might be thinking of is the WAV ORG patch, which allows the use of WAV for the drums in an org file, and also fixes compatibility with OrgV2's drumkit. Slightly different than SFX.
 
May 28, 2011 at 7:42 PM
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Re: Community Project: Diety Project

Yess thats what I was thinking of.

How expandable is Seatone?
Is it actual audio data or is it synthesized?
 
May 28, 2011 at 8:23 PM
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Re: Community Project: Diety Project

name: SOAR (special operations assault Rifle)

category: assault rifle

fire rate: semi-automatic

level 1: 1 damage up to 3 on screen, half screen range

level 2: 3 damage up to 3 on screen, half screen range

level 3: 5 damage up to 4 on screen, taped magazines for faster reload and full screen range

tiger camo

no piercing
 
May 28, 2011 at 8:27 PM
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Re: Community Project: Diety Project

Might need more detail than that, dude.
And wouldn't that be SOAR?

EDIT: Sorry, didn't see your edit.
 
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