Same game style as 'Knights Rush'?

duckwitduckwit Member Posts: 46
edited November -1 in Working with GS (Mac)
Has anyone on GameSalad made a game like Knights Rush? (Like, same game logic)

Where you move up and down and left and right....

I'd be really interested to see if there is :)

Duckwit

Comments

  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    You mean a game by Chillingo? Where hundreds of knights are attacking your castle and you are draging them outside of screen?
    Or the second promo game, when you are a knight?

    If you mean the first one - I don't know, but I think that this is possible.
    If you mean the second one - sure, just check out Cave Adventure in GS. It's simillar (but for keyboard).
  • UtopianGamesUtopianGames Member Posts: 5,692
    The biggest problem you will have is layers in a 2.5D game...imagine you have a rock in the middle of the scene you will have to go behind and in front of it and im not sure gs has the ability to change an actors layer.

    Darren.
  • duckwitduckwit Member Posts: 46
    I mean the second one. :) But Cave Adventure doesn't have jumping and that is my main concern.... not really sure how to do that with GS. Because you want the character to be able to move up and down a certain amount.... but you want him to be able to jump which would exceed the maximum y axis distance if you were near the top when you jumped.... if you know what I mean.

    Do you know of any examples made by a GS user?
  • duckwitduckwit Member Posts: 46
    I posted just after you Darren. :)

    I can see how that would be a problem.... so GS cannot switch an actors layer? That sound like a real bummer. But what if lets say, each rock, had a layer in front of actor that had a rock, and a rock in the same position on a layer behind the actor. When the actor is in front of the rock, the layer with the rock in front of the character would have the rock removed, and replaced if the character was behind the rock. :/ Do you think that would work?
  • UtopianGamesUtopianGames Member Posts: 5,692
    Yes that's probably how i would do it but it's best to ask someone with more experience like firemaple or QS.

    Not sure how you would do the jumping either tbh.

    Darren.
  • duckwitduckwit Member Posts: 46
    Might be better for me just to continue learning Obj-C and C and use cocos2d.... where everything is possible!

    :D

    thanks for your help Darren
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I am working on a game that has a top down world in it and the main actor jumps. I just interpolate the height and width so it appears to get closer to you and then interpolate it back to its original size to make it look like it is returning to the ground. Then I have a rule that says

    Rule - when collides with hole
    ------Rule when self.width = (original width)
    ---------change self.fall to true

    Rule when self.fall is true
    ----(insert fall behaviors here - animation, etc.)

    This way you can jump over a hole but you can't walk over a hole.
  • duckwitduckwit Member Posts: 46
    That sounds like a good idea scitunes, but I don't think it would apple to this. The only way I can think to simulate jumping is to have an actual jumping animation and have a shadow... like when you jump you don't actually move the sprite, you just move it within the animation and have something like 'isJumping' to keep track of what the player is doing. Would that work?
  • duckwitduckwit Member Posts: 46
    By the way is there anything like the order of sprites on a layer? Like when you right click in a scene and you can choose options such as 'Bring to Front', can you modify that to make it work?
  • duckwitduckwit Member Posts: 46
    So nobody has made one of these before with GS?
  • duckwitduckwit Member Posts: 46
    Bump
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