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Thread: GRIKARUGUN *Insert coin(s) to continue*

  1. #71
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
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    Re: GRIKARUGUN *Insert coin(s) to continue*

    Apparently so... The only sure-fire method I've known of is through e-mail. for some reason, my internet will not allow me to download anything, but it let's me download attachments from e-mails.
    No prob. Sent you a copy.



    Quote Originally Posted by C-Dawg View Post
    Gleeok - How are you dealing with enemy spawns in Gika? Are you doing something like Zodiac, where all the FFCs are running a script that takes over enemy behavior when activated? I'm still getting some slowdown in Zodiac using that method in some areas.
    Yeah, that's pretty much it. To be more specific, I'm using the built in ffc arrays for data reading, that is, ffc->Data; ffc/npc/weapon->CSet; ffc->[D]; weapon->Tile; etc.. Broken down as lists (sorta, but with basic else logic).
    ->CSet is used for weapon interaction and damage (even using 8-bit tiles)
    ->Data controls enemy behavior and so on.
    Basicaly something like this:

    Code:
    script{
      enemy1{
        en_subset1{
          en_color1{
            dir1{}
            dir2{} //etc
          }
          en_color2
        }
        en_subset2 
      } //etc
    Then I have ffc#7 run the level generator script or the script that tries to kill you, which, funny bit of trivia here since I am not without a sense of irony, is the same ffc that is used as your shield. hehe....

    Also; Since there is lots of repeated code, such as enemy death sequence, bullet firing, etc, these have been removed and organized as functions also to save space.

    Really though, the proper way to do this is using Classes!

    I ran straight into a brick wall with this one when I tried to convert them using arrays. Namely random bugs with arrays, so I wouldn't try using them for functions just yet, so I devised a workaround.

    What I plan on doing is something like so:

    Code:
    int Class_Enemy1_Update(ffc this, int dir, int int1, int int2){
    
          // code
    
          int2 = Enemy1_GetBullet(int2);
    
          return int2;
    }

    This should allow me to have hundreds of seperate enemy types in one script, plus let any other script have access to these as well! Still in the pre-implementation phase though, still not much time to work on it. I've been meaning to get more unpassworded versions out too, my bad. Pretty soon though.
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  2. #72
    Octorok
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    Re: GRIKARUGUN *Insert coin(s) to continue*

    ZScript is beginning to look less and less like JavaScript, or even C++ There goes my dreams of ever making a ZQuest. Although, I'm hoping it's just a caprice of some sort. I'm still going to try

  3. #73
    Wizrobe C-Dawg's Avatar
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    Re: GRIKARUGUN *Insert coin(s) to continue*

    Gleeok, you'll be happy to know that I've implemented some of your scripting functions into Zodaic and dramatically improved my SHUMP levels. Sometime next week I'll probably do a special update of Zodaic that just takes you through the SHMUP levels in order, awarding appropriate items in between, sort of like TGL mode in Guardian Legend. Then you can give me comments on how to improve the SHUMP stuff as I go back to work on the sideview levels.

    For instance, I'm getting screen slowdown with only a few dozen bullets on the screen at once, it seems. That doesn't seem right.

  4. #74
    The Time-Loop Continues ZC Developer
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    Re: GRIKARUGUN *Insert coin(s) to continue*

    Cool. ...and what!? Slowdown from only twenty or so bullets? I've got over two-hundred alot of the time... How are you doing the bullets; eweapons or enemies? That doesn't seem normal....mainly because I've got collision-checks between bullets and shield/both options, various ship weapons vs 25 npcs, and other abilities (like deflecter swords for example) that have to re-check enemy bullets every frame, not to mention other cool things in the upcoming demo.


    Are you sure it's the bullets? Did you try overclocking various loops with lots of checks? ...what I mean is this; Take the code you think is giving you lag and replace the waitframe(); with : if(n%x==0)Waitframe(); If you don't really see a big difference, the problem is elsewhere.


    The most annoying thing about making this quest is I had to redo alot of the checks and re- and pre-optimize. In the end though you'd be suprised at how easy the end result is!


    For example, the one bit of code that is always running is this, where the first version of it was way slower because I was using and's and or's' instead of simple bools.


    Code:
    			int ew_num =  Screen->NumEWeapons();
    
    			if(polarity_shield){
    
    				if(white){
    
    					shield->CSet=0;
    					for(int e = ew_num; e>0; e--)
    					{
    						ew_sprite = Screen->LoadEWeapon(e);
    
    						if(ew_sprite->CSet==0){
    
    							esx = ew_sprite->X;
    							esy = ew_sprite->Y;
    
    							if(Abs(lx-esx)<18&&Abs(ly-esy)<18){
    
    								if(Link->MP<Link->MaxMP)Link->MP++;
    								ew_sprite->Y=200;
    							}
    						}
    					}
    				}
    				else if(black){
    
    					shield->CSet=1;
    					for(int e = ew_num; e>0; e--)
    					{
    						ew_sprite = Screen->LoadEWeapon(e);
    
    						if(ew_sprite->CSet==1){
    
    							esx = ew_sprite->X;
    							esy = ew_sprite->Y;
    
    							if(Abs(lx-esx)<18&&Abs(ly-esy)<18){
    
    								if(Link->MP<Link->MaxMP)Link->MP++;
    								ew_sprite->Y=200;
    							}
    						}
    					}
    				}
    			}
    			else{
    
    				if(white){
    
    					shield->CSet=0;
    					option->CSet=0;
    					for(int e = ew_num; e>0; e--)
    					{
    						ew_sprite = Screen->LoadEWeapon(e);
    
    						if(ew_sprite->CSet==0){
    
    							esx = ew_sprite->X;
    							esy = ew_sprite->Y;
    
    							if(Abs(shield->X-esx)<9&&Abs(shield->Y-esy)<9){
    
    								if(Link->MP<Link->MaxMP)Link->MP++;
    								ew_sprite->Y=200;
    							}
    							else if(Abs(option->X-esx)<9&&Abs(option->Y-esy)<9){
    
    								if(Link->MP<Link->MaxMP)Link->MP++;
    								ew_sprite->Y=200;
    							}
    						}
    					}
    				}
    				else if(black){
    
    					shield->CSet=1;
    					option->CSet=1;
    					for(int e = ew_num; e>0; e--)
    					{
    						ew_sprite = Screen->LoadEWeapon(e);
    
    						if(ew_sprite->CSet==1){
    
    							esx = ew_sprite->X;
    							esy = ew_sprite->Y;
    
    							if(Abs(shield->X-esx)<9&&Abs(shield->Y-esy)<9){
    
    								if(Link->MP<Link->MaxMP)Link->MP++;
    								ew_sprite->Y=200;
    							}
    							else if(Abs(option->X-esx)<9&&Abs(option->Y-esy)<9){
    
    								if(Link->MP<Link->MaxMP)Link->MP++;
    								ew_sprite->Y=200;
    							}
    						}
    					}
    				}
    			}

    How are you doing the bullets?



    ps - perhaps a possible Grikarugun Screensaver! Hahahaa, I was messing with bullet patterns trying to get 10,000 at once....XD
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  5. #75
    Wizrobe C-Dawg's Avatar
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    Re: GRIKARUGUN *Insert coin(s) to continue*

    I converted my bullets to eweapons. Now that I think about it, though, when there are dozens of bullets there are usually also dozens of FFCs zipping around using DrawTile and checking their behavior patterns at the same time.

  6. #76
    The Time-Loop Continues ZC Developer
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    Re: GRIKARUGUN *Insert coin(s) to continue*

    Well I've resumed work on this, so perhaps we'll see a demo this week sometime. :)

    Updated some of the older graphics, finished all the functions I need for lv2, added some weapons, so now I can work mainly on level and enemy design.


    Some screenshots in case you missed them from other threads:


    Mega Crusher!


    This would be easier with rotation...


    Block puzzles???
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  7. #77
    The Time-Loop Continues ZC Developer
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    OMG its an update. WHOOOAAH YEAH.

    New Demo has twice the bullets, twice the bosses, twice the frustration! Also the controls recieved a MUCH needed upgrade. Here's the scoop on those now:


    A Button - Fire main laser cannon. (Variable damage)
    B Button - Switch shield polarity.
    Ex4 Button - Deflection Swords. (Heavy damage but short range. Will also deflect green projectiles)
    R Button - Speed Up.
    L Button - Switches main laser cannon to aft lasers or used for options.
    L + A - Aft Lasers.
    Ex3 Button - Homing Missiles. (Massive damage to enemies)-Uses energy.
    Ex1 Button - Switch between fixed and floating shield types (note-floating options consume energy to fire)
    Ex2 Button - Fires Mega Crusher Laser but uses ALL of your remaining energy reserve. <3 :p




    While the game is technically almost done now (one final level and boss to go!) there are lots of minor tweaking to be done. Be sure and let me know of any bugs or issues from the minor overhaul.

    ***Updated 2-14-10: DEMO2 - Level 1 and 2 - Unpassworded version. It's about freakin time! Uses build 1170 or higher. :)

    GRIKARUGUN_lv2_demo


    PS: I remembered how everyone thought the Patralike was too easy from before, so now it regenerates life when low on health. Have fun!
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  8. #78
    Octorok SpykStorm's Avatar
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    I remember this from years ago. It's one of the most interesting quests ever made with Zscript.

    PS: I remembered how everyone thought the Patralike was too easy from before, so now it regenerates life when low on health. Have fun!
    That should make things more interesting. :p

  9. #79
    Octorok
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    I only have one comment:


    Click here to level up my card, or be sacrificed... ^_^

    Want to see Shattered Earth, AGN's RPG, back? Got a computer that is capable of running a server? PM me!

  10. #80
    The Time-Loop Continues ZC Developer
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    UPDATE: 2.5 Release open beta! I know I haven't worked on this much for *gulp* 5 years...but IT'S ALMOST DONE! Hooooooly shit.

    * Full 5 Levels are playable now, with a complete set of 7 bosses! (If you're saying to yourself "only 7 bosses?" right now you likely have not played this yet.)
    * All bugs fixed so this now runs on 2.5.
    * Slight tweaks to difficulty and random things that people suggested.
    * Hopefully EASY MODE is a little easier now, as you get a nice HP boost from before. Some levels were made easier also.
    * NORMAL MODE also gets you a HP boost as well, so it's a good starting point.
    * HARD MODE is still hard.


    DOWNLOAD - http://filesmelt.com/dl/GRIKARUGUN.qst

    Play! Shoot stuff! Die! Shoot more stuff! Report bugs or issues! Take a break! Repeat!
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

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