Solved Pitfalls, ladders and diagonal stages

Question that is answered or resolved.

mulambo

Member
Well, sorry for talking about 3 different arguments in one topic, but they talk about almost the same kind of thing, I guess.
Like in Double Dragon  games where there were some holes the character could fall in and die, ladders or similar surfaces... is there a way to achieve these? And how to make enemies not fall in them (just like in DD where they avoid the danger)
Also can a stage be diagonal: I mean, what if I want it to be a upward stage like a mountain or something like that?
 
Diagonal stages are usually wider stage with some areas covered with walls creating diagonal path e.g SoR2 stage 1-1 and FF3 stage 2-2
To make diagonal stage, you only need to create level with wide width and walls

what if I want it to be a upward stage like a mountain or something like that?

Well to make mountain climbing, you might need short walls to be climbed on like in Golden Axe series
But if you want to make something similar to King of Dragons stage 3, the above is enough
 
maybe I'm asking for an easy solution, but probably it can be useful for others... why not uploading a template with such stages? or can you upload those stages separately so I can directly use them as template/base for my version?
Actually I'm fine with diagonal stages and holes, as I needed just a few variations and I don't want to mess with scripts, dunno why but I've never been able to work with them efficiently, too much expert stuff for me
 
Okay, here's an example of diagonal stage from D&D : Rise of Warduke
Code:
panel		data/bgs/City/city6.gif

wall		0 525 -500 -500 730 0 360 5000 # Diagonal wall covering the building
wall		0 165 -500 -500 730 730 360 5000 # Wall for building on upper right
wall		160 591 720 0 1700 1700 360 5000 # Diagonal wall covering the river

Attached image is city6.gif
 

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thanks for the help!
maybe I've explained it wrong: I didn't mean diagonal stage as isometric stages, I mean just like Final Fight but with an ascending (or descending) direction of floor (not too perpendicular). Does that work for this case too?
 
You mean like in Golden Axe series? like in this video at 8:30 and forward and also at 23:00 forward:

That video also shows diagonal stage during desert stage BTW
 
yup, like the one in 23:00, but simpler (fully ascending or fully descending stage... I guess the stage bg will be doubled in height, but I don't know how to make the entities follow a certain degree of direction, instead of the horizontal one)
side question: in the previous thread it was solved how to make the player selection "forced" to a specific char... can it be done more than once according to the sequence of stage. I mean: example for the first 3 stages the player is the normal one (walking, jumping, etc...), in the fourth stage the player uses a skateboard (or something like that) so another character entity is automatically chosen by player, then in the fifth stages goes back. is there a way to "switch" the character in levels.txt ?

 
Ah that one can be made with basemap command

Code:
basemap {xpos} {zpos} {xsize} {zsize} {amin} {amax}

Read manual for detailed info

can it be done more than once according to the sequence of stage

You can declare skipselect more than once in a level set
however...

in the fourth stage the player uses a skateboard (or something like that) so another character entity is automatically chosen by player

for skateboard mode or similar, it's best to use weapon model. In the stage text, setweap is declared to force player to use required model
 
I made an exemplary image of how basemap works in case you get confused. You cannot use negative values for that (except for the position xpos and zpos?).
 

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maxman said:
I made an exemplary image of how basemap works in case you get confused. You cannot use negative values for that (except for the position xpos and zpos?).
wow, thanks a lot! but do those values depend on the height or width of bg
so, for example, if I have a stage like 1200 width, then I rotate it 16° so it's a bit ascending, what do I have to write in the stage as additional parameter? what if the stage is double or half in width ?
(rough sketch attached just to get the point better)

::edit:: saved flash.jpg wrong way
 

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You need to give us the panel image with the ramp first. basemap setting is based on width,length and height so it's much easier to measure the parameters from the image
 
Ok, I'll post on it as soon as I make it (for now I'm just making the first stages with more normal scrolling).
As update, I've finally managed to make holes working efficiently (sort of), but when the player steps on the hole he doesn't change the animation to fall so for example if he falls in it during walk animation, he keeps walking on air then dies, pretty awkward, maybe I missed something about the guide or the player needs a specific animation for falling into holes?
 
You can use anim walkoff for walking off of walkable areas. If you want to make a movement while walking off, you can use walkoffmove to give player to move how s/he would fall. It's like jumpmove. (I didn't know walkoffmove exists until I checked it regarding walkoff.)

walkoffmove {fx} {fz}

    ~This allows Player to modify player's walkoff movement.
    ~it works like jumpmove {fx} {fz} and params are the same meaning.
 
yes, currently it looks odd in some situations with the char going in fall2.gif (laid down by hit) while still falling, but it happens rarely so it's almost unnoticeable and I'll leave it like that. Thanks.
 
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