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Thread: *Ikaruga anyone?*

  1. #1
    The Time-Loop Continues ZC Developer
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    *Ikaruga anyone?*

    Ikaruga_test_b704


    A button - Shoot lasers
    B button - Shift between blue-white/red-black shields and lasers. *In case you haven't played the game yet, same color shields will absorb the appropriate projectiles, and the same with lasers but will deal much more damage. I used the old default tiles so the shield color doesn't change in the demo probably from the sprite csets, but it works!


    Anyone interested in ripping some tiles? We'll get a whole Tactical Shoot-em-up kit started.




    edit: sorry for my horrible half-assed thrown together sprites.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

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    Re: *Ikaruga anyone?*

    What is this field of death?

    Is there anything to actaully do?

    You just appear to die lots...


    And why is it passworded?

  3. #3
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    Re: *Ikaruga anyone?*

    Well there isn't much to do because there are no graphics to really make anything. But the point is i've coded Ikaruga. The blue/red lasers and shields with blue/red ffc's and enemies, and custom weapons are all working 100% as intended. You can walk up from the first screen if you want, and the cheat is "4". The password is merely an incentive, regardless of whether anyone is interested or not it'll be unpassworded soon. It's really not that hard to figure out though.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  4. #4
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    Re: *Ikaruga anyone?*

    Well here's some of the idea's I had, which will have to be redone from scratch now that I have the mechanics and design of it better figured out. Especially the laser cannon, which eats up precious ffc's so I figured out how to redo the ffc weapons without using any ffcs. (hope it works). Anyway, have fun with this semi out of place post.


    Code:
    import "std.zh"
    
    
    
    
    
    //=========================================================================================
    //-----------------------------------------------------------------------------------------
    //					~GLOBAL~
    //-----------------------------------------------------------------------------------------
    //=========================================================================================
    
    
    bool white = true;
    bool black = false;
    
    bool is_white = true;
    bool is_black = false;
    
    int blue_charge = 0;
    int red_charge  = 0;
    
    const int BLUE = 5;
    const int RED = 21;
    
    const int BLUE_ENEMY = 254;
    const int RED_ENEMY  = 255;
    
    
    
    global script Ikaruga{
    
    	void run(){
    
    		ffc ffc1 = Screen->LoadFFC(1);
    		ffc ffc2 = Screen->LoadFFC(2);
    		ffc ffc3 = Screen->LoadFFC(3);
    		ffc ffc4 = Screen->LoadFFC(4);
    		ffc ffc5 = Screen->LoadFFC(5);
    		ffc ffc6 = Screen->LoadFFC(6);
    
    		int speed = 3.25;
    		int s = 2;
    
    		int w_trig = 1;
    		int b_trig = 1;
    
    		int attack_delay = 0;
    
    		npc enemy;
    		int e_num;
    
    		while(true){
    
    			int lx = Link->X;
    			int ly = Link->Y;
    
    			Waitframe();
    
    			if(attack_delay > 0) attack_delay--;
    
    			if(is_white){
    
    				if(w_trig != 0){
    					Link->Item[17]==false;
    					w_trig = 0;
    					b_trig = 1;
    				}
    			}
    			if(is_black){
    
    				if(b_trig != 0){
    					Link->Item[17]==true;
    					w_trig = 1;
    					b_trig = 0;
    				}
    			}
    
    			//========================
    			//    ~CHARGE HANDLING~
    			//========================
    
    			if(white){
    
    				Link->MP=blue_charge;
    
    				if(blue_charge>1&&Link->InputR){
    
    					e_num = Screen->NumNPCs();
    					for(int i = e_num; i>0; i--)
    					{
    						enemy = Screen->LoadNPC(i);
    						int ex = enemy->X;
    						int ey = enemy->Y;
    
    						if(enemy->CSet==0 && enemy->Tile != 0){
    						
    							Screen->Line(5,lx+8,ly,ex+8,ey+8,BLUE,1,0,0,0,128);
    							enemy->HP--;blue_charge-=2;
    						}
    					}
    				}
    			}
    			if(black){
    
    				Link->MP=red_charge;
    
    				if(red_charge>1&&Link->InputR){
    
    					e_num = Screen->NumNPCs();
    					for(int i = e_num; i>0; i--)
    					{
    						enemy = Screen->LoadNPC(i);
    						int ex = enemy->X;
    						int ey = enemy->Y;
    
    						if(enemy->CSet==1 && enemy->Tile != 0){
    						
    							Screen->Line(5,lx+8,ly,ex+8,ey+8,RED,1,0,0,0,128);
    							enemy->HP--;red_charge-=2;
    						}
    					}
    				}
    			}
    			//========================
    			//  ~A BUTTON HANDLING~
    			//========================
    
    			if(Link->InputA && attack_delay ==0){
    
    				attack_delay = 7;
    
    				if(ffc1->Data != 8){
    
    					if(white) ffc1->CSet = 0;
    					if(black) ffc1->CSet = 1;
    
    					ffc1->X = Link->X; 
    					ffc1->Y = Link->Y - 16;
    					ffc1->Vy = -speed;
    					ffc1->Vx = 0;
    					ffc1->Data = 8;
    					Game->PlaySound(s);
    				}
    				else if(ffc2->Data != 8){
    
    					if(white) ffc2->CSet = 0;
    					if(black) ffc2->CSet = 1;
    
    					ffc2->X = Link->X; 
    					ffc2->Y = Link->Y - 16;
    					ffc2->Vy = -speed;
    					ffc2->Vx = 0;
    					ffc2->Data = 8;
    					Game->PlaySound(s);
    				}
    				else if(ffc3->Data != 8){
    
    					if(white) ffc3->CSet = 0;
    					if(black) ffc3->CSet = 1;
    
    					ffc3->X = Link->X; 
    					ffc3->Y = Link->Y - 16;
    					ffc3->Vy = -speed;
    					ffc3->Vx = 0;
    					ffc3->Data = 8;
    					Game->PlaySound(s);
    				}
    				else if(ffc4->Data != 8){
    
    					if(white) ffc4->CSet = 0;
    					if(black) ffc4->CSet = 1;
    
    					ffc4->X = Link->X; 
    					ffc4->Y = Link->Y - 16;
    					ffc4->Vy = -speed;
    					ffc4->Vx = 0;
    					ffc4->Data = 8;
    					Game->PlaySound(s);
    				}
    				else if(ffc5->Data != 8){
    
    					if(white) ffc5->CSet = 0;
    					if(black) ffc5->CSet = 1;
    
    					ffc5->X = Link->X; 
    					ffc5->Y = Link->Y - 16;
    					ffc5->Vy = -speed;
    					ffc5->Vx = 0;
    					ffc5->Data = 8;
    					Game->PlaySound(s);
    				}
    				else if(ffc6->Data != 8){
    
    					if(white) ffc6->CSet = 0;
    					if(black) ffc6->CSet = 1;
    
    					ffc6->X = Link->X; 
    					ffc6->Y = Link->Y - 16;
    					ffc6->Vy = -speed;
    					ffc6->Vx = 0;
    					ffc6->Data = 8;
    					Game->PlaySound(s);
    				}
    			Link->InputA = false;
    			}
    		}
    	}
    	// ===================================
    	// Collision detection function
    	// ===================================
    	bool canMove(int x, int y){
    
    		// x=23, y=130
    		// Obviously in range...
    		if(x<0 || x>255 || y<0 || y>175)
    			return false;
    		int mask=1111b;
    		
    		// x % 16 = 7, so
    		// mask = 1111 & 0011 = 0011
    		if(x%16<8)
    			mask&=0011b;
    		else
    			mask&=1100b;
    		
    		// y % 16 = 2, so
    		// mask = 0011 & 0101 = 0001
    		if(y%16<8)
    			mask&=0101b;
    		else
    			mask&=1010b;
    	
    		// All but the top-right quarter of the combo is solid, so ComboS = 1011
    		// mask & ComboS = 0001 & 1011 = 0001
    		// The result wasn't 0, so return false
    		return ((Screen->ComboS[ComboAt(x, y)]&mask)==0);
    	 }
    }
    
    //=========================================================================================
    //-----------------------------------------------------------------------------------------
    //					~ITEM~
    //-----------------------------------------------------------------------------------------
    //=========================================================================================
    
    item script shield{
    
    	void run(){
    
    		if(white){
    
    			is_black=true;
    			is_white=false;
    			white = false;
    			black = true;
    			Game->PlaySound(36);
    		}
    		else{
    			is_white=true;
    			is_black=false;
    			white = true;
    			black = false;
    			Game->PlaySound(36);
    		}
    	}
    }
    
    
    //=========================================================================================
    //-----------------------------------------------------------------------------------------
    //					~FFC~
    //-----------------------------------------------------------------------------------------
    //=========================================================================================
    
    
    
    ffc script multi_dot{ 
    
    	void run(){
    	
    		while(true){
    
    			Waitframe();
    
    			if(this->Y > 160||this->Y < 8||this->X > 240||this->X < 8){
    
    				this->X = 0; this->Y = 0; this->Vx = 0; this->Vy = 0;
    				this->Data = 1; 
    			}
    
    			if(!(canMove(this->X+8,this->Y+8))){
    
    				this->X = 0; this->Y = 0; this->Vx = 0; this->Vy = 0;
    				this->Data = 1; 
    			}
    			
    		//======================================
    		//	 ~PLAYER DAMAGE HANDLING~
    		//======================================
    
    			int lx = Link->X;
    			int ly = Link->Y;
    			int tx = this->X;
    			int ty = this->Y;
    
    			if(this->Data>1){
    
    				if(this->CSet == 0 && white){
    
    					if(Abs(tx-lx)<14&&Abs(ty-ly)<14){
    
    						this->Data=1;
    						Game->PlaySound(4);
    						blue_charge++;
    					}
    				}
    				else if(this->CSet == 1 && black){
    
    					if(Abs(tx-lx)<14&&Abs(ty-ly)<14){
    
    						this->Data=1;
    						Game->PlaySound(4);
    						red_charge++;
    					}
    				}
    				else if(this->CSet == 0 && black){
    
    					if(Abs(tx-lx)<9&&Abs(ty-ly)<11){
    
    						this->Data=1;
    						Link->HP-=16;
    						Game->PlaySound(3);
    					}
    				}
    				else if(this->CSet == 1 && white){
    
    					if(Abs(tx-lx)<9&&Abs(ty-ly)<11){
    
    						this->Data=1;
    						Link->HP-=16;
    						Game->PlaySound(3);
    					}
    				}
    			}
    		}
    	}
    	// ===================================
    	// Collision detection function
    	// ===================================
    	bool canMove(int x, int y){
    
    		// x=23, y=130
    		// Obviously in range...
    		if(x<0 || x>255 || y<0 || y>175)
    			return false;
    		int mask=1111b;
    		
    		// x % 16 = 7, so
    		// mask = 1111 & 0011 = 0011
    		if(x%16<8)
    			mask&=0011b;
    		else
    			mask&=1100b;
    		
    		// y % 16 = 2, so
    		// mask = 0011 & 0101 = 0001
    		if(y%16<8)
    			mask&=0101b;
    		else
    			mask&=1010b;
    	
    		// All but the top-right quarter of the combo is solid, so ComboS = 1011
    		// mask & ComboS = 0001 & 1011 = 0001
    		// The result wasn't 0, so return false
    		return ((Screen->ComboS[ComboAt(x, y)]&mask)==0);
    	 }
    }
    
    
    
    
    ffc script main_gun_1{
    
    	void run(){
    
    		npc enemy;
    		int e_num;
    
    		while(true){
    
    			int lx = Link->X;
    			int ly = Link->Y;
    			int tx = this->X;
    			int ty = this->Y;
    
    			if(this->Y > 168||this->Y < 0||this->X > 248||this->X < 0){
    
    				this->X = 0; this->Y = 0; this->Vx = 0; this->Vy = 0;
    				this->Data = 1; 
    			}
    
    			if(this->Data==8 && this->CSet==0){
    
    				e_num = Screen->NumNPCs();
    				for(int i = e_num; i>0; i--)
    				{
    					enemy = Screen->LoadNPC(i);
    					int ex = enemy->X;
    					int ey = enemy->Y;
    
    					if(enemy->CSet==0){
    
    						if(Abs(tx-ex)<13&&Abs(ty-ey)<13&&enemy->Tile != 0)
    						{	
    							this->Data = 1;
    							enemy->HP -= 2;
    							Game->PlaySound(11);
    						}
    					}
    					else{
    
    						if(Abs(tx-ex)<13&&Abs(ty-ey)<13&&enemy->Tile != 0)
    						{	
    							this->Data = 1;
    							enemy->HP -= 1;
    							Game->PlaySound(11);
    						}
    					}
    
    				}
    			}
    			else if(this->Data==8 && this->CSet==1){
    
    				e_num = Screen->NumNPCs();
    				for(int i = e_num; i>0; i--)
    				{
    					enemy = Screen->LoadNPC(i);
    					int ex = enemy->X;
    					int ey = enemy->Y;
    
    					if(enemy->CSet==0){
    
    						if(Abs(tx-ex)<13&&Abs(ty-ey)<13&&enemy->Tile != 0)
    						{	
    							this->Data = 1;
    							enemy->HP -= 2;
    							Game->PlaySound(11);
    						}
    					}
    					else{
    
    						if(Abs(tx-ex)<13&&Abs(ty-ey)<13&&enemy->Tile != 0)
    						{	
    							this->Data = 1;
    							enemy->HP -= 1;
    							Game->PlaySound(11);
    						}
    					}
    				}
    			}
    	
    		Waitframe();
    		}
    	}
    }
    
    
    ffc script instill_blue_shooter{
    
    	void run(int enemyHP, int shoot_amount, int shoot_delay, int speed){
    
    	bool find_weapon = false;
    
    	if(enemyHP==0)enemyHP=20;
    	if(shoot_amount==0)shoot_amount=3;
    	if(shoot_delay==0)shoot_delay=15;
    	if(speed==0)speed=2;
    	npc life;
    
    	Waitframe();
    	life = Screen->CreateNPC(254);Waitframe();
    	life->HP = enemyHP;
    	life->X=(Rand(13)+1*16);
    	life->Y=16;
    
    	int ffc_num = 17; 
    	ffc F = Screen->LoadFFC(ffc_num);
    
    	int delay = 0;
    	int burst = 1;
    	
    	int sa = shoot_amount;
    	int fd = shoot_delay; 
    	int w = 40; //waitframes
    	int d = 12; //data
    	int afterlife;
    	
    		while(this->Data>0){
    
    			Waitframe();
    
    			int tx = this->X; int ty = this->Y;
    			int lx = Link->X; int ly = Link->Y;
    
    			while(life->isValid()){		
    
    				Waitframe();
    
    				int tx = this->X; int ty = this->Y;
    				int lx = Link->X; int ly = Link->Y;
    
    				this->X=life->X;this->Y=life->Y;
    
    				delay++;
    
    				if(delay == fd*burst){
    
    					// Find an unused ffc
    
    					for(int i=ffc_num;i<32;i++){
    
    						if(find_weapon==false){
    							F=Screen->LoadFFC(i);
    							if(F->Data==1)find_weapon=true;
    						}
    						else i++;
    					}
    					burst++;
    					if(burst==sa)burst=sa*2;
    					if(burst==sa+sa+1){delay=0;burst=1;}
    
    					if(find_weapon){
    
    						F->X=tx;F->Y=ty;
    						F->Data=d;F->CSet=0;
    
    						int fspeed = speed;
    
    						int dx = lx - tx;
    						int dy = ly - ty;
    						float norm = Sqrt(dx*dx+dy*dy);
    						if(norm > 0)
    						{
     							F->Vx = dx/norm*fspeed;
     							F->Vy = dy/norm*fspeed;
    						}
    						find_weapon=false;
    					}
    				}
    			}
    
    			//enemy died? ..Resurrect!!!
    
    			for(int i=ffc_num;i<32;i++){
    
    				if(find_weapon==false){
    					F=Screen->LoadFFC(i);
    					if(F->Data==1)find_weapon=true;
    				}
    				else i++;
    			}
    			if(find_weapon){
    
    				F->X=tx;F->Y=ty;
    				F->Data=d;F->CSet=0;
    
    				int fspeed = speed;
    
    				int dx = lx - tx;
    				int dy = ly - ty;
    				float norm = Sqrt(dx*dx+dy*dy);
    				if(norm > 0)
    				{
     					F->Vx = dx/norm*fspeed;
     					F->Vy = dy/norm*fspeed;
    				}
    				find_weapon=false;
    			}
    			int r = Rand(12)+2;
    			Waitframes(w);
    			life=Screen->CreateNPC(254);life->HP = enemyHP;
    			afterlife++;life->X=r*16;life->Y=16;
    			delay=0;burst=1;
    			Waitframe();
    		}
    	}
    }
    
    
    
    
    ffc script instill_red_shooter{
    
    	void run(int enemyHP, int shoot_amount, int shoot_delay, int speed){
    
    	bool find_weapon = false;
    
    	if(enemyHP==0)enemyHP=20;
    	if(shoot_amount==0)shoot_amount=3;
    	if(shoot_delay==0)shoot_delay=15;
    	if(speed==0)speed=2;
    	npc life;
    
    	Waitframe();
    	life = Screen->CreateNPC(255);Waitframe();
    	life->HP = enemyHP;
    	life->X=Rand(218)+16;
    	life->Y=16;
    
    	int ffc_num = 17; 
    	ffc F = Screen->LoadFFC(ffc_num);
    
    	int delay = 0;
    	int burst = 1;
    	
    	int sa = shoot_amount;
    	int fd = shoot_delay; 
    	int w = 40; //waitframes
    	int d = 12; //data
    	int afterlife;
    	
    		while(this->Data>0){
    
    			Waitframe();
    
    			int tx = this->X; int ty = this->Y;
    			int lx = Link->X; int ly = Link->Y;
    
    			while(life->isValid()){		
    
    				Waitframe();
    
    				int tx = this->X; int ty = this->Y;
    				int lx = Link->X; int ly = Link->Y;
    
    				this->X=life->X;this->Y=life->Y;
    
    				delay++;
    
    				if(delay == fd*burst){
    
    					// Find an unused ffc
    
    					for(int i=ffc_num;i<32;i++){
    
    						if(find_weapon==false){
    							F=Screen->LoadFFC(i);
    							if(F->Data==1)find_weapon=true;
    						}
    						else i++;
    					}
    					burst++;
    					if(burst==sa)burst=sa*2;
    					if(burst==sa+sa+1){delay=0;burst=1;}
    
    					if(find_weapon){
    
    						F->X=tx;F->Y=ty;
    						F->Data=d;F->CSet=1;
    
    						int fspeed = speed;
    
    						int dx = lx - tx;
    						int dy = ly - ty;
    						float norm = Sqrt(dx*dx+dy*dy);
    						if(norm > 0)
    						{
     							F->Vx = dx/norm*fspeed;
     							F->Vy = dy/norm*fspeed;
    						}
    						find_weapon=false;
    					}
    				}
    			}
    
    			//enemy died? ..Resurrect!!!
    
    			for(int i=ffc_num;i<32;i++){
    
    				if(find_weapon==false){
    					F=Screen->LoadFFC(i);
    					if(F->Data==1)find_weapon=true;
    				}
    				else i++;
    			}
    			if(find_weapon){
    
    				F->X=tx;F->Y=ty;
    				F->Data=d;F->CSet=1;
    
    				int fspeed = speed;
    
    				int dx = lx - tx;
    				int dy = ly - ty;
    				float norm = Sqrt(dx*dx+dy*dy);
    				if(norm > 0)
    				{
     					F->Vx = dx/norm*fspeed;
     					F->Vy = dy/norm*fspeed;
    				}
    				find_weapon=false;
    			}
    			int r = Rand(12)+2;
    			Waitframes(w);
    			life=Screen->CreateNPC(255);life->HP = enemyHP;
    			afterlife++;life->X=r*16;life->Y=16;
    			delay=0;burst=1;
    			Waitframe();
    		}
    	}
    }
    
    
    
    
    
    ffc script blue_fighter{
    
    	void run(int enemyHP, int f_delay){
    
    	bool find_weapon = false;
    
    	if(enemyHP==0)enemyHP=20;
    	if(f_delay==0)f_delay=60;
    	int speed = 2;
    	npc life;
    
    	Waitframe();
    	life = Screen->CreateNPC(254);Waitframe();
    	life->HP = enemyHP;
    	life->X=Rand(218)+16;
    	life->Y=16;
    
    	int ffc_num = 17; 
    	ffc F = Screen->LoadFFC(ffc_num);
    
    	int delay = 0;
    	int fd = f_delay;
    	int burst = 1;
    	int state=0;
    	 
    	int w = 40; //waitframes
    	int d = 12; //data
    	
    		while(true){
    
    			Waitframe();
    
    			int tx = this->X; int ty = this->Y;
    			int lx = Link->X; int ly = Link->Y;
    			this->X=16;this->Y=16;life->X=this->X;life->Y=this->Y;
    
    			while(this->Data>1){		
    
    				Waitframe();
    
    				int tx = this->X; int ty = this->Y;
    				int lx = Link->X; int ly = Link->Y;
    
    				life->X=this->X;life->Y=this->Y;
    
    				if(state==0){
    
    					this->Vy=speed;this->Vx=0;
    					if(ty>120)state=1;
    				}
    				else if(state==1){
    
    					for(int i; i<40;i++){
    
    						this->Vy-=0.05;this->Vx+=0.05;
    						life->X=this->X;life->Y=this->Y;Waitframe();
    					}
    					state=2;
    				}
    				else if(state==2){
    
    					Waitframes(10);life->X=this->X;life->Y=this->Y;
    					Waitframes(10);life->X=this->X;life->Y=this->Y;
    					Waitframes(10);life->X=this->X;life->Y=this->Y;
    					Waitframes(10);life->X=this->X;life->Y=this->Y;
    					Waitframes(10);life->X=this->X;life->Y=this->Y;
    					Waitframes(10);life->X=this->X;life->Y=this->Y;
    
    					for(int i; i<40;i++){
    
    						this->Vy-=0.05;this->Vx-=0.05;
    						life->X=this->X;life->Y=this->Y;Waitframe();
    					}
    					state=3;
    				}
    				else if(state==3){
    
    					this->Vy=-speed;this->Vx=0;
    					if(ty<64)state=4;
    				}
    				else if(state==4){
    
    					for(int i; i<40;i++){
    
    						this->Vy+=0.05;this->Vx-=0.05;
    						life->X=this->X;life->Y=this->Y;Waitframe();
    					}
    					state=5;
    				}
    				else if(state==5){
    
    					Waitframes(10);life->X=this->X;life->Y=this->Y;
    					Waitframes(10);life->X=this->X;life->Y=this->Y;
    					Waitframes(10);life->X=this->X;life->Y=this->Y;
    					Waitframes(10);life->X=this->X;life->Y=this->Y;
    					Waitframes(10);life->X=this->X;life->Y=this->Y;
    					Waitframes(10);life->X=this->X;life->Y=this->Y;
    
    					for(int i; i<40;i++){
    
    						this->Vy+=0.05;this->Vx+=0.05;
    						life->X=this->X;life->Y=this->Y;Waitframe();
    					}
    					state=0;delay=0;
    				}
    
    				delay++;
    
    				if(delay == fd*burst){
    
    					// Find an unused ffc
    
    					burst++;
    					for(int i=ffc_num;i<32;i++){
    
    						if(find_weapon==false){
    							F=Screen->LoadFFC(i);
    							if(F->Data==1)find_weapon=true;
    						}
    						else i++;
    					}
    					if(find_weapon){
    
    						F->X=tx;F->Y=ty;
    						F->Data=d;F->CSet=0;
    
    						int fspeed = 0.75;
    
    						int dx = lx - tx;
    						int dy = ly - ty;
    						float norm = Sqrt(dx*dx+dy*dy);
    						if(norm > 0)
    						{
     							F->Vx = dx/norm*fspeed;
     							F->Vy = dy/norm*fspeed;
    						}
    						find_weapon=false;
    					}
    				}
    				if(!(life->isValid())){
    					this->Data=1;
    
    					for(int i=ffc_num;i<32;i++){
    
    						if(find_weapon==false){
    							F=Screen->LoadFFC(i);
    							if(F->Data==1)find_weapon=true;
    						}
    						else i++;
    					}
    					if(find_weapon){
    
    						F->X=tx;F->Y=ty;
    						F->Data=d;F->CSet=0;
    
    						int fspeed = 0.75;
    
    						int dx = lx - tx;
    						int dy = ly - ty;
    						float norm = Sqrt(dx*dx+dy*dy);
    						if(norm > 0)
    						{
     							F->Vx = dx/norm*fspeed;
     							F->Vy = dy/norm*fspeed;
    						}
    						find_weapon=false;
    					}
    				}
    			}//while>1
    		}//true
    	}
    }
    
    
    
    
    ffc script enemy_wave_fighters{
    
    	void run(){
    
    		int n = 7;int delay=0;
    
    		while(true){
    
    			Waitframe();
    			delay++;
    
    			if(delay==60||delay==120||delay==180||delay==240||delay==320){
    
    				ffc F = Screen->LoadFFC(n);
    				F->Data=20;n++;
    			}
    			if(delay==30||delay==90||delay==150||delay==210||delay==290){
    
    				ffc F = Screen->LoadFFC(n);
    				F->Data=20;n++;
    			}
    		}
    	}
    }
    
    
    
    
    
    
    
    
    
    
    
    
    //===========================
    INCOMPLETE------------->8---------------------------
    ffc script blue_stream{
    
    	void run(){
    
    	bool a_init=false;
    
    	int target_ax;int target_ay;
    	float ax;float ay;
    
    	ffc F = Screen->LoadFFC(7);
    	int blue_dot = 100;
    	int state=0;
    
    	while(true){
    
    		Waitframe();
    		int tx = this->X; int ty = this->Y;
    		int lx = Link->X; int ly = Link->Y;
    	
    
    		if(a_init){
    
    			if(white){
    				//DrawTile(5,ax,ay,blue_dot,1,1,0,0,0,0,0,0,true,128);
    				if((ax<2||ay<2||ax>238||ay>158)||(ax==target_ax&&ay==target_ay)){ax=tx;ay=ty;a_init=false;}
    				else if(Abs(ax-lx)<14&&Abs(ay-ly)<14){ax=tx;ay=ty;a_init=false;}
    				else{ 
    					if(ax<target_ax)ax++;if(ay<target_ay)ax++;
    					if(ax>target_ax)ax--;if(ay>target_ay)ay--;
    				}
    			}
    			else if(black){
    				//DrawTile(5,ax,ay,blue_dot,1,1,0,0,0,0,0,0,true,128);
    				if((ax<2||ay<2||ax>238||ay>158)||(ax==target_ax&&ay==target_ay)){ax=tx;ay=ty;a_init=false;}
    				else if(Abs(ax-lx)<8&&Abs(ay-ly)<8){ax=tx;ay=ty;Link->HP-=16;a_init=false;}
    				else{ 
    					if(ax<target_ax)ax++;if(ay<target_ay)ax++;
    					if(ax>target_ax)ax--;if(ay>target_ay)ay--;
    				}
    			}
    		}
    		else{
    			target_ax=F->X;target_ay=F->Y;ax=tx;ay=ty;a_init=true;
    		}
    	}} //while loop
    }
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  5. #5
    Gibdo bluedeath's Avatar
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    Re: *Ikaruga anyone?*

    Double post?

  6. #6
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    Re: *Ikaruga anyone?*

    You're allowed to double post 24 hours after your first one if you're adding content to the message.

    That was 2 and a half weeks after, with plenty more content.

    Rent-a-modding for all =P

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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