maxman
Well-known member
I have two issues that I need to get 'em resolved.
Issue #1:
When the enemy is above you at the second floor, while you're at the first floor, I'd like the enemy to act like he's not taking any action until you show up at the same floor as him. This level should not start from left-right direction, but from bottom to top like you play a vertical shooter from Ikari Warriors. Problem is when I spawn all enemies without setting groups, it lags the gameplay greatly. What I'm trying to do is to make enemies not do anything until they encounter the player. Plus, I'd like to spawn them in groups with Y value, similar to X value. Should I use scrollz for this? I already limited a number of enemies into 8 in 1 max (group 8 1; at 0), and it didn't lag this time. The player spawns at the bottom right, while
Here's a concept for how it should be set up for having enemy range within the same altitude. The player is below the enemy waiting for his target to show up as he's idling.

The enemy shouldn't take any action until the player walks to a certain point within the same altitude they are in. It's like range, but the difference is detecting the Y axis where its target is, either below or above.
I already coded a platformer before and can start from left to right without using groups and waits. Now, I want to learn a new one. It's having a new enemy spawn order within Y axis, but more freedom with the camera panning to follow you left or right directions in X axis.
Issue #2:
When I jump on the moving platform, the character gets stuck to it as it's bound like the example here from @DJGameFreakTheIguana's Sega Brawl mod, which I pointed out years ago. The platform moves up and you jump. But when you're in a jump mode before landing, you get stuck to it until you are free to move. Maybe it depends on how high the player jumps and how fast the platform moves. Not sure.
How can I make the player land properly without getting stuck in a jump mode action? I tried using landframe in anim jump when the platform moves up, but it doesn't skip to its landing frame.
Issue #1:
When the enemy is above you at the second floor, while you're at the first floor, I'd like the enemy to act like he's not taking any action until you show up at the same floor as him. This level should not start from left-right direction, but from bottom to top like you play a vertical shooter from Ikari Warriors. Problem is when I spawn all enemies without setting groups, it lags the gameplay greatly. What I'm trying to do is to make enemies not do anything until they encounter the player. Plus, I'd like to spawn them in groups with Y value, similar to X value. Should I use scrollz for this? I already limited a number of enemies into 8 in 1 max (group 8 1; at 0), and it didn't lag this time. The player spawns at the bottom right, while
direction
is set as both
. I'm having enemies that are on the left side. I'm not sure if it's correct.
Code:
spawn box
alias box
coords 190 2137 0
item coin
at 0
spawn MalePur1
@script
void main(){
void self = getlocalvar("self");
performattack(self, openborconstant("ANI_FOLLOW9"));
}
@end_script
alias Purifier
coords -120 2137 0
flip 1
at 0
spawn Beamer2
alias Beamer
coords -140 2137 130
flip 1
at 0
spawn box
alias box
coords -150 2137 0
item coin
at 0
spawn SGunPur2
alias Purifier
coords -200 2137 0
at 0
spawn Beamer2
alias Beamer
coords -360 2137 130
flip 1
at 0
spawn MalePur1V
@script
void main(){
void self = getlocalvar("self");
performattack(self, openborconstant("ANI_FOLLOW9"));
}
@end_script
alias Purifier
coords -355 2137 0
flip 1
at 0
spawn FemPur
@script
void main(){
void self = getlocalvar("self");
performattack(self, openborconstant("ANI_FOLLOW9"));
}
@end_script
alias Purifier
coords -390 2137 0
flip 1
at 0
Here's a concept for how it should be set up for having enemy range within the same altitude. The player is below the enemy waiting for his target to show up as he's idling.

The enemy shouldn't take any action until the player walks to a certain point within the same altitude they are in. It's like range, but the difference is detecting the Y axis where its target is, either below or above.
I already coded a platformer before and can start from left to right without using groups and waits. Now, I want to learn a new one. It's having a new enemy spawn order within Y axis, but more freedom with the camera panning to follow you left or right directions in X axis.
Issue #2:
When I jump on the moving platform, the character gets stuck to it as it's bound like the example here from @DJGameFreakTheIguana's Sega Brawl mod, which I pointed out years ago. The platform moves up and you jump. But when you're in a jump mode before landing, you get stuck to it until you are free to move. Maybe it depends on how high the player jumps and how fast the platform moves. Not sure.

How can I make the player land properly without getting stuck in a jump mode action? I tried using landframe in anim jump when the platform moves up, but it doesn't skip to its landing frame.