Been playing with a couple of camera effects for you guys...i love the way ghouls and ghosts does it.
Also added in grow if you want a super duper wide boy this can also be change to shrink/small (if you want to do an Alice in wonderland and get through small gaps or into secret areas etc).
Jeez get's better and better. Best $50 I ever spent. If anyone is on the fence about this template, I suggest getting it now before he justly raises the price
The feedback from buyers has been amazing and im so happy you all think it's great value for $50, if was stinking rich i would of loved to do this for free but hey i guess we all have to eat:P
Jump through (from underneath ala doodle jump) platforms added tonight so after 2morro's updates i will forward the latest build on.
I will start to tidy the scenes and include a word doc or something soon to make it easier for the new guys to understand whats going on.
Hi, this looks wonderful. I was wondering if you would be able to add the ability for the character to shoot a projectile, and to be able to keep a score of enemies defeated or even coins collected. Kind of like Mario is able to shoot fireballs. Thanks!
This is great! I purchased it over the weekend and I am learning a lot. I do have one question...I can't seem to get a good animated actor to look like he/she is walking instead of the ball.
Shadowbolt said: Hi, this looks wonderful. I was wondering if you would be able to add the ability for the character to shoot a projectile, and to be able to keep a score of enemies defeated or even coins collected. Kind of like Mario is able to shoot fireballs. Thanks!
Check out the tutorials and demo section will solve those. pretty much create a real attribute and have a rule saying when enemy is destroyed or coin collected +1 to enemydestroyed etc.
The projectile idea is in the simple templates in GS look for the space game and look at the bullet.
Hope this is what you mean. But the template is still worth getting.
Cheers
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
I can answer that, if that's OK. If you click New in the dialog that first appears when you open GS, you'll see a template called Platformer Template. It includes an animated walking and jumping character there. So replace the circular player in Darren's template, with the Rules from the Platformer Template; import your animation frames, nd you'll be pretty much done. :-)
The splash, options, level select etc are all on one scene so there's no load times.
Also if you go to level select and choose level 1 and then go back to menu via level 1 it remembers what part of the scene you were last in...some nice streamlining techniques.
I will forward the latest version tonight before i go bed.
NP, I'm enjoying it tbh...thanks for all the support it's gone really well.
Btw the last version seemed to stop the green platform working properly (one where you go to it's ends to move it left or right) this has been fixed and will be included in the new build.
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
Hi Darren, the latest version is excellent as always; just a slight hitch which I've thought of a possible solution but haven't put it into practice yet to see if it works: the prob is that when the left or right buttons are pressed/clicked on and the player can't move due to being stopped by a wall/barrier, the parallax layers continue to move.
I'd be interested in your solution to this if you have the time to include that at a later date, thanks! (I was thinking along the lines of (for each of the parallax actors) When scene.Hero.Motion.LinearVelocity >0 then...the parallax actor can move. Or maybe there's a better way?
Edit: I've tried it and can't get it to work that way unfortunately.
Gyroscope, in the main character find the group "parallax scrollling" and set the number from 10 to 25 (10 is very low and causing it to think it's moving when against a wall).
Don't forget to open the otherwise part of the rule and change -10 to -25
This seems to fix it.
I will update the fix in the next version.
Darren.
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
Good one Darren, thank you! I'll try that later today.
I will be working on this until and after xmas in my spare time but updates might be a little slower than they have been due to time of year but i hope to have v1.0 ready by mid Jan at the latest.
Sylon said: Mostly posting to keep this alive but Darren, do you plan to add any enemies? (IE- They touch you you die, but f you step on their head they die?)
Yes, that code is already in there with the various elements but i will add it together for an enemy.
I will also include this in the new build but as a new project file incase you want to do some fancy gravity effects.
Thanks Darren- I haven't looked yet but is it possible to change the movement on the mario galaxy template so that left is always left instead of changing it when the platform is changed?
Sylon said: Thanks Darren- I haven't looked yet but is it possible to change the movement on the mario galaxy template so that left is always left instead of changing it when the platform is changed?
Comments
Also added in grow if you want a super duper wide boy
Darren.
can't wait to use it
The feedback from buyers has been amazing and im so happy you all think it's great value for $50, if was stinking rich i would of loved to do this for free but hey i guess we all have to eat:P
Jump through (from underneath ala doodle jump) platforms added tonight so after 2morro's updates i will forward the latest build on.
I will start to tidy the scenes and include a word doc or something soon to make it easier for the new guys to understand whats going on.
Darren.
Any thoughts on this?
Excellent job. Thank you again.
The projectile idea is in the simple templates in GS look for the space game and look at the bullet.
Hope this is what you mean. But the template is still worth getting.
Cheers
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
The splash, options, level select etc are all on one scene so there's no load times.
Also if you go to level select and choose level 1 and then go back to menu via level 1 it remembers what part of the scene you were last in...some nice streamlining techniques.
I will forward the latest version tonight before i go bed.
Darren.
Btw the last version seemed to stop the green platform working properly (one where you go to it's ends to move it left or right) this has been fixed and will be included in the new build.
Darren.
I'd be interested in your solution to this if you have the time to include that at a later date, thanks! (I was thinking along the lines of (for each of the parallax actors) When scene.Hero.Motion.LinearVelocity >0 then...the parallax actor can move. Or maybe there's a better way?
Edit: I've tried it and can't get it to work that way unfortunately.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Don't forget to open the otherwise part of the rule and change -10 to -25
This seems to fix it.
I will update the fix in the next version.
Darren.
:-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
will you be adding a teleport option?
I will be working on this until and after xmas in my spare time but updates might be a little slower than they have been due to time of year but i hope to have v1.0 ready by mid Jan at the latest.
Darren.
I will also include this in the new build but as a new project file incase you want to do some fancy gravity effects.
Darren.
@DreamLab mail sent.
Darren.
Any news on the final version of the template? I don't want to start anything until it's complete.
Suggestion: Moving enemy like turtles in Mario. How about an iPad version...just a thought.
Thank you.
I don't think its far from being complete as it is now I could carry on all year but i will have to stop somewhere.
Darren.