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View Full Version : Special Enemies for Sideview Areas



bigjoe
05-17-2007, 11:08 AM
A lot of the current enemies function strangely in sideview areas. There should be a few special enemy types for sideview. An example of one such enemy would be a Goomba.

andrewmcd1
05-17-2007, 11:32 AM
Do you mean Implement enemies such as the ones from Z4 (e.g Thwomp, goomba, an enemy fish)?

Master_of_Power
05-17-2007, 05:45 PM
Do you mean Implement enemies such as the ones from Z4 (e.g Thwomp, goomba, an enemy fish)?

Maybe Z2 Enemies behaviors.

C-Dawg
05-18-2007, 03:31 PM
The answer to your request is found in scripting, grasshopper.

For instance: to make the hoppy fellows you encounter in Error's Woods in Z2, just make a script that:

(1) Determines how many npcs are on the screen
(2) Checks each npc to see if its the enemy you want to hop. Set a flag for each enemy because we don't have arrays yet.
(3) While loop: if an enemy's flag is set, have the script move the enemy up and down in a hopping motion. Or just move it up and then let gravity take over.

Master_of_Power
05-19-2007, 01:20 PM
but some people can't write scripts for the life of them, or haven't the patience to sit there and plan something and write it. Its like learning a foriegn language.

No me gusta usar ZScript, por favor.

DarkFlameWolf
05-19-2007, 01:54 PM
or as C-dawg ALWAYS says: 'when in doubt, script!'

The_Amaster
05-19-2007, 01:59 PM
What we need is a totally idiot-proof tutorial for those that don't even know whan an argument is. (Me :p)