User Tag List

Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 22

Thread: Bigger Enemies

  1. #1
    Octorok SpacemanDan's Avatar
    Join Date
    Dec 2005
    Location
    Canada
    Age
    33
    Posts
    359
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,785
    Level
    14
    vBActivity - Bars
    Lv. Percent
    13.23%

    Bigger Enemies

    I read somewhere that it's possible to make enemies bigger without the use of scripts. If I did read this right, how do you do this?
    -This signature lacks something interesting.-

  2. #2
    &&
    ZC Developer
    Joe123's Avatar
    Join Date
    Sep 2006
    Age
    33
    Posts
    3,061
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,322
    Level
    26
    vBActivity - Bars
    Lv. Percent
    11.54%

    Re: Bigger Enemies

    I'm pretty sure you have to use scripts.
    It wouldn't be a very complicated script to just make, say, a 2x1 enemy or something though.

  3. #3
    Octorok SpacemanDan's Avatar
    Join Date
    Dec 2005
    Location
    Canada
    Age
    33
    Posts
    359
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,785
    Level
    14
    vBActivity - Bars
    Lv. Percent
    13.23%

    Re: Bigger Enemies

    I figured I read something wrong. >_<
    How would one make a bigger enemy through scripts?
    -This signature lacks something interesting.-

  4. #4
    &&
    ZC Developer
    Joe123's Avatar
    Join Date
    Sep 2006
    Age
    33
    Posts
    3,061
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,322
    Level
    26
    vBActivity - Bars
    Lv. Percent
    11.54%

    Re: Bigger Enemies

    Code:
    e->Extend = 3;
    e->TileHeight = bigger;
    e->TileWidth = bigger;
    Specifics?

  5. #5
    Octorok SpacemanDan's Avatar
    Join Date
    Dec 2005
    Location
    Canada
    Age
    33
    Posts
    359
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,785
    Level
    14
    vBActivity - Bars
    Lv. Percent
    13.23%

    Re: Bigger Enemies

    No real specs, I'd just need something I can throw number into to make bigger enemies.

    Would Ijust have to through in the numbers in that script there?
    -This signature lacks something interesting.-

  6. #6
    &&
    ZC Developer
    Joe123's Avatar
    Join Date
    Sep 2006
    Age
    33
    Posts
    3,061
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,322
    Level
    26
    vBActivity - Bars
    Lv. Percent
    11.54%

    Re: Bigger Enemies

    Sort of.
    Depends how you want it to work, and how big you want the enemy to be though.
    Do you want it to just take an enemy from the list (so say, take the first enemy, or take the 5th enemy or whatever), or work for all enemies of a certain type or what?

  7. #7
    Octorok SpacemanDan's Avatar
    Join Date
    Dec 2005
    Location
    Canada
    Age
    33
    Posts
    359
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    1,785
    Level
    14
    vBActivity - Bars
    Lv. Percent
    13.23%

    Re: Bigger Enemies

    I'd like it if it worked on a certain enemy on the list.
    -This signature lacks something interesting.-

  8. #8
    Lynel Dart Zaidyer's Avatar
    Join Date
    Apr 2001
    Location
    Rand McNally
    Age
    38
    Posts
    1,943
    Mentioned
    5 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    3,073
    Level
    17
    vBActivity - Bars
    Lv. Percent
    93.16%

    Re: Bigger Enemies

    I'm going to chime in here and say I'd like to be able to do this for an assortment of enemies in the LttP tileset, so they're always the right size. Many of them need to be 1x2 or 2x2 tiles.
    ~Dart Zaidyer

  9. #9
    &&
    ZC Developer
    Joe123's Avatar
    Join Date
    Sep 2006
    Age
    33
    Posts
    3,061
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    7,322
    Level
    26
    vBActivity - Bars
    Lv. Percent
    11.54%

    Re: Bigger Enemies

    Code:
    ffc script enemyresize{
    	void run(int n, int h, int w){
    	if(h==0) h=1;
    	if(w==0) w=1;
    		Waitframes(4);
    		npc e = Screen->LoadNPC(n);
    		e->Extend = 3;
    		e->TileHeight = h;
    		e->TileWidth = w;
    		e->HitHeight = h*16;
    		e->HitWidth = w*16;
    	}
    }
    • D0: Number of enemy on list to load
    • D1: Height of new enemy
    • D2: Width of new enemy


    Should be pretty universal.


    Oh yeah, it doesn't work for all animation types.
    It gets pretty funky if you try it with Tektites.
    It's good for 4-frame 4-dir types though.
    Dunno about anything else, I haven't tried it.

  10. #10
    I shall exalt myself over all Armagedddon Games bigjoe's Avatar
    Join Date
    Apr 2000
    Age
    39
    Posts
    5,622
    Mentioned
    87 Post(s)
    Tagged
    6 Thread(s)
    vBActivity - Stats
    Points
    6,592
    Level
    24
    vBActivity - Bars
    Lv. Percent
    96.64%

    Re: Bigger Enemies

    One thing you really gotta be aware of is that enemies resized have to be drawn the right way. So if you're resizing an enemy you already have and don't want to have to sacrifice it's "small size" tiles to make it large, you should set it to a new tile. Here is a revision.

    Code:
    ffc script enemyresize{
    	void run(int n, int h, int w, int t){
    	if(h==0) h=1;
    	if(w==0) w=1;
    		Waitframes(4);
    		npc e = Screen->LoadNPC(n);
                    e->Tile = t;
    		e->Extend = 3;
    		e->TileHeight = h;
    		e->TileWidth = w;
    		e->HitHeight = h*16;
    		e->HitWidth = w*16;
    	}
    }
    D3: Tile of new enemy.


Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
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.
Social