Forum Topic: A good enemy???

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Questioning

BloodSucker150

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Posted at: 4/13/09 04:27 PM

BloodSucker150 LIGHT LEVEL 17

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i made an enemy for my new game and my question is :
is he good?
what should i fix about him/add on him(ingnore how he looks,im talking about the programing)
link
walking:
arrow keys
(you are BloodSucker150 - ME!! :3)

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Digital-Terror

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Posted at: 4/13/09 04:32 PM

Digital-Terror LIGHT LEVEL 15

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Add some variation. Give him some unique ability or something that he uses every so often, so fighting him doesn't get so repetitive.

Go to this fucking blog right now: http://inyourfaceheh.blogspot.com/

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Altair8

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Posted at: 4/13/09 04:32 PM

Altair8 LIGHT LEVEL 11

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He gets too near when attacking


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Zielak

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Posted at: 4/13/09 04:40 PM

Zielak FAB LEVEL 17

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He gets jumpy when he's in straight line with me.
The attack distance is too big.


Misunderstood

BloodSucker150

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Posted at: 4/13/09 05:00 PM

BloodSucker150 LIGHT LEVEL 17

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At 4/13/09 04:40 PM, Zielak wrote: He gets jumpy when he's in straight line with me.
The attack distance is too big.

i know and i dont know how to fix it... here is the code maybe you can help???

//Code:
onClipEvent (enterFrame) {
		 this.swapDepths(this._y);
	if(good = true){
if (_root.player1._x < this._x) {
this._xscale = -40;
}else if (_root.player1._x > this._x) {
this._xscale = 40;
}}
}

onClipEvent (enterFrame) {
	if(_root.ok == true){
if(this._x > _root.player1._x){
  this._x -= 1.8;
}else if(this._x<_root.player1._x){
  this._x += 1.8;
}
if(Math.abs(this._x-_root.player1._x) < 1){
  this._x = _root.player1._x
}
if(this._y > _root.player1._y){
  this._y -= 1.8;
}else if(this._y<_root.player1._y){
  this._y += 1.8;
  }
 }
  if(_root.ok3 = true && this.dot.hitTest(_root.player1.p)){
	  _root.ok = false;
	  this.gotoAndStop(2);
  }else{
	  	  _root.ok = true;
	  this.gotoAndStop(1);
  }
}
//End Code
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BloodSucker150

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Posted at: 4/13/09 05:16 PM

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Happy

LDAF

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Posted at: 4/13/09 06:11 PM

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I think it's nice the way it is. By the way, the game itself looks like it's shaping up nicely :)

Chuck Norris is God. It's true.

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Saza

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Posted at: 4/13/09 07:04 PM

Saza LIGHT LEVEL 15

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if you go ontop of him, he should pause and move back accordingly


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Shinki

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Posted at: 4/13/09 08:14 PM

Shinki DARK LEVEL 10

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1) Now he's too far, his sword doesn't really touch you.
2) You can walk through him vertically.
3) He doesn't have a downward attack, so if you stand directly below him he just attacks the air next to you.
4) He moves so much slower than you that he seems like he would be way too easy.

If a picture is worth a thousand words, a game is worth a play.

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BloodSucker150

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Posted at: 4/14/09 05:44 AM

BloodSucker150 LIGHT LEVEL 17

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ok so i tried to fix from what you all said...
well this is the results:
Link

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mayoarm11

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Posted at: 4/14/09 05:55 AM

mayoarm11 NEUTRAL LEVEL 17

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1) blood animation
2) when i stand above or beneath him, he attacks forward, and not me. This might be a little excessive, but just thought I'd say it anways
3) I see that you made 2 animations for the attack (that spinning thing, and the slash). I suggest making on more. Then, when the enemy's attacking, the attack he makes is randomally picked.

The game's graphics look pretty cool. I'm pretty sure it's just temporary, but the background needs work. And I didn't really get what was that black cloud ontop of the enemy's head, but I'm guessing that's temporary as well. GJ so far.

Awesome turret game in the making, featuring 85 uniqe turrets: News post

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Goofy

BloodSucker150

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Posted at: 4/14/09 05:58 AM

BloodSucker150 LIGHT LEVEL 17

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At 4/14/09 05:55 AM, mayoarm11 wrote: 1) blood animation
2) when i stand above or beneath him, he attacks forward, and not me. This might be a little excessive, but just thought I'd say it anways
3) I see that you made 2 animations for the attack (that spinning thing, and the slash). I suggest making on more. Then, when the enemy's attacking, the attack he makes is randomally picked.

The game's graphics look pretty cool. I'm pretty sure it's just temporary, but the background needs work. And I didn't really get what was that black cloud ontop of the enemy's head, but I'm guessing that's temporary as well. GJ so far.

sorry its a movie clip thet i left there here is a fix of this lack clound:
http://spamtheweb.com/ul/upload/140409/4 6453_attacking_engine.php
and look at all the games style this(castle crashers and protal defenders...) look at the enemies there and see the style of the enemies thet im tring to make...

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Shinki

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Posted at: 4/14/09 06:02 AM

Shinki DARK LEVEL 10

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At 4/14/09 05:58 AM, BloodSucker150 wrote: and look at all the games style this(castle crashers and protal defenders...) look at the enemies there and see the style of the enemies thet im tring to make...

Just because castle crashers let's you walk through enemies vertically and has most attacks going horizontally doesn't mean your game has to.

The way your game is set up as a pretty much square playing area doesn't lend itself to such a horizontal combat engine, you either need vertical attacking or you need to make the areas very long and thin.

If a picture is worth a thousand words, a game is worth a play.

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mayoarm11

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Posted at: 4/14/09 06:06 AM

mayoarm11 NEUTRAL LEVEL 17

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At 4/14/09 06:02 AM, Shinki wrote:
At 4/14/09 05:58 AM, BloodSucker150 wrote: and look at all the games style this(castle crashers and protal defenders...) look at the enemies there and see the style of the enemies thet im tring to make...
Just because castle crashers let's you walk through enemies vertically and has most attacks going horizontally doesn't mean your game has to.

The way your game is set up as a pretty much square playing area doesn't lend itself to such a horizontal combat engine, you either need vertical attacking or you need to make the areas very long and thin.

yeah, if you made everything approximately %200 smaller (%50 on transformation) and you changed your swf size to make it long and thin, like in portal defenders, that would look MUCH better.

Awesome turret game in the making, featuring 85 uniqe turrets: News post

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BloodSucker150

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Posted at: 4/14/09 06:15 AM

BloodSucker150 LIGHT LEVEL 17

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Posts: 989

i know this is just the enemy engine..it showes how the enemy will go and attack...
here is enemy with random attacks:
http://spamtheweb.com/ul/upload/140409/4 7465_attacking_engine.php
and when i will get the animations from my artist ill put attacks and combo and long and thin place..
its just the enemy engine..

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Questioning

BloodSucker150

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Posted at: 4/14/09 07:41 AM

BloodSucker150 LIGHT LEVEL 17

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Posts: 989

what do you think then...?

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Zielak

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Posted at: 4/14/09 08:25 AM

Zielak FAB LEVEL 17

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Posts: 865

He's still attacking the air next to me. Make him fall back so he can hit me instead of making another animation which doesn't always show up.


Questioning

BloodSucker150

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Posted at: 4/14/09 09:43 AM

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mayoarm11

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Posted at: 4/14/09 10:17 AM

mayoarm11 NEUTRAL LEVEL 17

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yes, much better. And the reason we're criticisng it is so that we can help you, so don't get pissed :P

What I would do from there is have the combo animation. Meaning, if the enemy attacks you, you take 2-3 hits, then fall to the ground. Afterwards, the player gets up, and has time to move away from the enemy.

I think this way is better than what you have right now, which is the player moving slowly when being hit, and it looks like he's sliding on the ground or something.

Sorry for being so picky... The game looks good, and the game-play should match.

Awesome turret game in the making, featuring 85 uniqe turrets: News post

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Kamize

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Posted at: 4/14/09 11:33 AM

Kamize NEUTRAL LEVEL 10

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At 4/14/09 09:43 AM, BloodSucker150 wrote: this is better now???

Weee look at me I can moon walk!


Goofy

BloodSucker150

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Posted at: 4/14/09 01:42 PM

BloodSucker150 LIGHT LEVEL 17

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Posts: 989

At 4/14/09 11:33 AM, Kamize wrote:
At 4/14/09 09:43 AM, BloodSucker150 wrote: this is better now???
Weee look at me I can moon walk!

LOL,what?

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