Cosmicman wrote:Just being nosy, if asked a % number of completion of this project what number would it be?
talaivaneizer wrote:...Qyzbud said there are no new sprites when team-ed up only when walking, but Dixie actually has some new sprites when throwing somebody...
Data # type notes/etc.
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Style 2 bit value *0 is DKC, 1 is DKC2, 2 is DKC3. 3 is reserved for later use.
X Position 2 byte value
Y Position 2 byte value
Rotate On Load? 1 bit flag
Rotate After Shot? 1 bit flag
Rotate On ReLoad? 1 bit flag
Starting Direction 4 bit value *Not used in Rotational Tracker barrels.
Shooting Direction 4 bit value *Not used if Rotate On Load is 0
Return Direction 4 bit value *Not used if Rotate On Load or Rotate After Shot is 0
Starting Rot. Speed 6 bit value *Note, this is the number of logic frames to wait before changing image.
Return Rot. Speed 6 bit value 0 means no rotation, values 1-60 are that # of frames, 61-63 unused
ReStarting Rot. Speed 6 bit value
Intellibarrel Flags SIXTEEN 1 bit flags *Note that Intellibarrel settings are ignored if the barrel is autofire
Shot Speed 2 byte value
Antigravity Distance 2 byte value *how far DK must travel before gravity/friction are allowed to take over
Path Movement Number 1 byte value *A value of 00 indicates no movement
Move Onload/Immediately 1 bit flag *ONLY used if a movement is being used
Stop moving after DK is shot? 1 bit flag *ONLY used if a movement is being used
Qyzbud wrote:You've gotten off to a great start, by the looks of this.
Qyzbud wrote:How would you define an 'Intellibarrel'? Is it one which moves/rotates? I like that term, by the way.
That type of barrel is only useful when combined with the "revolver" type... a short explanation of the revolver would be a barrel cannon with programmable shooting, something like "if facing this direction then shoot in this direction".Qyzbud wrote:I can't see how a 'rotational tracker barrel' could but used, unless it was the centre of gravity. I'm proabably just looking at it the wrong way, though.
Specific To: [Revolver]
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Defined Revolver Dirs. SIXTEEN 1 bit flags
*Disabled dirs will default to the main settings, and will not have the below settings defined
Shooting Directions SIXTEEN 4 bit values (8 bytes) *NOTE: Each Nth value corresponds to the Nth direction.
Return Directions SIXTEEN 4 bit values (8 bytes) So this means the 1st value is used for direction 0, 2nd for
Return Rot. Speeds SIXTEEN 6 bit values direction 1, and so on.
ReStarting Rot. Speeds SIXTEEN 6 bit values
Specific To: [Rotational Tracker]
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Enabled Tracking Dirs. SIXTEEN 1 bit flags *Bits which are 0 mean the barrel won't rotate if DK is detected in that directional sector.
Specific To: [Tracker]
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Use Angledtracker Flag 1 bit flag
Angledtracker Setting 4 bit value *ONLY used if Use Angledtracker Flag is 1
I don't know yet, but nevertheless it should be faster than Game Maker. Effectively the whole level would take a considerable amount of memory, since every image must be a bitmap whilst in memory. It shouldn't be a lot, though. I'll try to make it as efficient as possible.Qyzbud wrote:how RAM/CPU intensive are these levels going to be? I remember this being the primary reason for you switching this project from GM to C++, so hopefully things are becoming far more efficient.
I've played DKL on an emulator, I know what you're talking about. Although the DKCLB is mainly DKC-Trilogy-only, after everything in each game is completed, then features from games like DKL can be added.Kiddy14 wrote:But... Still... Have you played DKL? There's a level where you hit buttons in the ground by jumping on them and barrels rotate. You have to jump on them (the buttons) several times to get the desired trayectory. Do you think something like that can be added at the DKCLB? =D
It's alright, it's mostly a bunch of my technical descriptions on the oh-so-intricate inner workings of the DKCLB.Kiddy14 wrote:You know what's sad... I don't understand any of the stuff you guys are talking up there XD
Stone wrote:Maybe that is possible with GM
Stone wrote:Oops, I'm sorry! I've forgotten that this is made in C++ after reading cfh's comment on GM
Currently I'm working on making the display engine. This includes the camera, displaying stuff, etc. But, this is not the difficult-to-mimic DKC camera stuff, this just the basic display engine. In short, it will be the display method I described above. That method is important because it's faster and far less memory-consuming than my previous devised method. Previously I was going to have it render the entire level to one internal bitmap and copy parts for displaying, but that would take huge amounts of memory.Qyzbud wrote:What part of the programming are you working on most at present?
Cody wrote:Simion, is the game going to play 100% like Donkey Kong Country in terms of physics?
sektor88 wrote:*wasn't too thrilled with the GBA version*
Cody wrote:Oh. You certainly do know a lot; how on Earth did you learn how to program?
No campaigning needed - I'll add that to the to-do list. I also intend to add custom boss AI later on so that you can make bosses more difficult (and less predictable, of course). As long as said ideas are not purposeless and are not extremely difficult to code, I'm willing to add just about anything.In the Fake DKC Pictures thread, Qyzbud wrote:I say we campaign to have this become possible with the DKCLB.
I think having customized AI routines, esspecially for bosses, will be one of the better features of the DKCLB. Kaptain K Rool is fun to fight, but I'd like to have a rematch without his moves being entirely predictable. I will definitely add options to allow semi-randomization of AI.Qyzbud wrote:I personally cannot wait to start working with level design and AI routines...
I would have used them, but both Game Maker demos are old and are no longer being worked on; whereas the newest DELTA Game Engine doesn't have any graphics yet. The reason I used DKC things in the GM demos is because there were more DKC resources available at that time.Goe wrote:I see you are using only DKC scenarios...i think you should use DKC2 and DKC3 scenarios too...ships, castles, woods, jungles of DKC2 are really cool!
I'm not entirely sure, as the game engine has not progressed that far. I suppose I can make it so that you can control K. Rool, that would be awesome! He wouldn't have tons of moves, though.Krow1 wrote:Can you take control of bosses? Just curious.
Simion32 wrote:Also, the next update...
Yeah, "Veiw" should have been "View". Dev-C++ doesn't spell check so I must have missed that!Kiddy14 wrote:Will the GUI also be updated? Along with typos...
Krow1 wrote::idea: I was also wondering if you could enter a bonus barrel and fight a boss instead?
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