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    Another new wip Ninja Run

    Work In Progress
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    • PickleCatStars
      PickleCatStars F last edited by

      Nice wall jump!

      1 Reply Last reply Reply Quote 2
      • Dave
        Dave Fuze Team last edited by

        Awesome. I see you've used your lovely custom UI overlay too - very nice. This is going to be such a cool project!!

        waldron 1 Reply Last reply Reply Quote 1
        • SteveZX81
          SteveZX81 F last edited by

          Very good indeed mate, looks great!

          1 Reply Last reply Reply Quote 1
          • waldron
            waldron F @Dave last edited by

            @Dave I'm a Big fan of the Ninja Gaiden games hoping to at least capture some of that magic, id say most of my time getting the game to that stage was messing with old button states they drive me mad hahah got there in the end:)

            Dave 1 Reply Last reply Reply Quote 1
            • Dave
              Dave Fuze Team @waldron last edited by

              @waldron Well you certainly do capture some of that magic here without a doubt.

              In terms of the old button states - is there anything I can help with? Any particular troubles?

              waldron 1 Reply Last reply Reply Quote 1
              • waldron
                waldron F @Dave last edited by

                @Dave i think my main issue was getting the dagger throw numbers working iv ended up doing (daggernum -= 0.3) instead of (daggernum -=1) because when you press the button to trigger it the number shoots down. hence my dodgy workaround.

                1 Reply Last reply Reply Quote 0
                • Dave
                  Dave Fuze Team last edited by

                  @waldron I think this will help. I use this in every single one of my programs, whether or not I even plan to use it right away, because it always ends up being useful.

                  I see examples of people using their own structures to store the old button states - this is unnecessary, you simply need to store the whole controls struct.

                  Start with these two as global variables:

                  c = controls(0)
                  oldc = c
                  

                  Then in your main loop:

                  loop
                      clear()
                      c = controls(0) // read the new state of the controls and store it into the c variable before you do any control checking
                  
                      // game stuff    
                  
                      oldc = c   // right before you end your loop, store the state of the controls for that frame into the oldc variable
                      update()
                  repeat
                  

                  With this set up, you can just do this:

                  if c.a and !oldc.a then
                      // throw dagger
                      daggernum -= 1
                  endif
                  

                  The if statement reads: If the A button is pressed, AND it was NOT being pressed on the previous frame, then...

                  This means your daggernum variable will only ever decrease by 1 per A button press.

                  waldron 1 Reply Last reply Reply Quote 2
                  • waldron
                    waldron F @Dave last edited by

                    @Dave iv tried that i may have some code in the wrong place or something upsetting it maybe or possibly dodgy controller il retest later and see what happens i even tried a false true switch so could be a dodgy button fortunately i do have some new ones ordered

                    Dave 1 Reply Last reply Reply Quote 0
                    • Dave
                      Dave Fuze Team @waldron last edited by

                      @waldron The important part is to make sure that you abide by that structure:

                      loop
                           c = controls(0)
                           
                           // any and all controller checking MUST be between these two lines.
                      
                           oldc = c
                      repeat
                      

                      Feel free to share the program with me privately if you have trouble figuring out the problem.

                      waldron 1 Reply Last reply Reply Quote 1
                      • waldron
                        waldron F @Dave last edited by

                        @Dave yeah i think i haven't put the code in the correct place after rereading through the message :) i should be able to solve it, iv been using a different method for my last couple of projects which has probably tripped me up thanks man

                        Dave 1 Reply Last reply Reply Quote 1
                        • Dave
                          Dave Fuze Team @waldron last edited by

                          @waldron No worries dude. Always here for help if you need!

                          1 Reply Last reply Reply Quote 2
                          • waldron
                            waldron F last edited by


                            A few more bits added plus a health bar which iv set up with a hitcount variable so i can have better control of health damage amounts and speed. e.g. Giant boulder = instant 1 life, big knock back effect. Spikes = slow drain of life, minor knock back effects.

                            1 Reply Last reply Reply Quote 5
                            • Jonboy
                              Jonboy Fuze Team last edited by

                              This is looking (ha, and sounding!) really good.

                              waldron 1 Reply Last reply Reply Quote 2
                              • waldron
                                waldron F @Jonboy last edited by

                                @Jonboy ha yeah if link can get away with it rolling across hyrule field why not :)

                                1 Reply Last reply Reply Quote 0
                                • waldron
                                  waldron F last edited by

                                  Been a while since i'v updated on the forum for this game
                                  Started adding enemies only adding one type as i'm wanting to flesh out the levels with traps and obstacles.
                                  so far the enemy only has an idle state and can be killed with sword or dagger but will be adding to it with invisible boxes one to detect the player which will trigger an attack counter and another to detect its map surroundings hopefully ;) one thing i'v learnt during my coding journey ... your constantly learning

                                  1 Reply Last reply Reply Quote 9
                                  • Jonboy
                                    Jonboy Fuze Team last edited by

                                    Your skillz know no bounds!

                                    1 Reply Last reply Reply Quote 2
                                    • R
                                      romain337 last edited by pianofire

                                      Hello,
                                      This look good :)

                                      I wanted to share this bit of code with one of my game but I have no time to do it and need to work more on it before release.
                                      It's a function to print bitmap font. You may already have one that do it but if it can save some times or give some ideas to you or other people it will be worth it:
                                      I will modify it in my code so it will use sprites and drawSprite instead but this one may work for you as it

                                      // Load BM font texture
                                      var BM_FONT_IMG = loadImage("The Oliver Twins/DizzyFont6")
                                      
                                      // print definition
                                      function printText(fontHandle, x, y, text)
                                        var xOffset = 0
                                        for i = 0 to len(text) loop
                                          var chrValue = chrVal(text[i]) - 32
                                          drawSheet(fontHandle, chrValue, xOffset, y, 1.0)
                                          xOffset += tileSize(fontHandle, chrValue).x
                                        repeat
                                      return void
                                      
                                      // usage
                                      loop
                                        clear()
                                        printText(BM_FONT_IMG, 32, 32, "Hello World!")
                                        update()
                                      repeat
                                      

                                      If it help at least 1 user I will be super happy.

                                      waldron 1 Reply Last reply Reply Quote 2
                                      • waldron
                                        waldron F @romain337 last edited by

                                        @romain337 thanks, i was using a similar function for custom font but since swapped it for another due to random string errors.
                                        i'l try this out thankyou :) i would suggest putting this function into a program and share it as it would help many users!

                                        1 Reply Last reply Reply Quote 1
                                        • JMM161437
                                          JMM161437 F last edited by

                                          @romain337 Well prepare to smile because this helped me with a future project. Thanks for sharing!

                                          1 Reply Last reply Reply Quote 3
                                          • waldron
                                            waldron F last edited by waldron

                                            Just shared Ninja and the 4 stones.
                                            Code YNK73MND5U
                                            playable level 1 and level 1 boss
                                            loads into level 2 for now.
                                            This is a rewrite.

                                            1 Reply Last reply Reply Quote 5
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