New Badguys and Objects by Busybody43

New Badguys and Objects by Busybody43

Postby Busybody43 » 06 Feb 2020, 02:06

The first badguy I did is really just a restoration of mr rocket...

mr_rocket.zip
now the .zip file actually works! These are the sprites... (OLD, ALREADY IN FILES)
(15.87 KiB) Downloaded 7 times

mrrocket.cpp
(OLD)
(2.9 KiB) Downloaded 4 times


mrrocket.cpp
(2.83 KiB) Not downloaded yet

mrrocket.hpp
(1.68 KiB) Not downloaded yet
Last edited by Busybody43 on 17 Feb 2020, 03:23, edited 4 times in total.
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Re: Mr rocket restoration

Postby Alzter » 06 Feb 2020, 02:08

Can somebody test this?
SuperTux art contributor, nitpicker
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Re: New Badguys by Busybody43

Postby Busybody43 » 06 Feb 2020, 02:16

The second one is just a Mr tree, except it spawns walking leaves instead...
It's autumn tree...
(Sprites are the same as mr tree as a placeholder)

autumntree.cpp
(OLD)
(4.05 KiB) Downloaded 1 time

autumntree.hpp
(1.34 KiB) Not downloaded yet

autumntree.cpp
this is literally a minor change...
(4.07 KiB) Downloaded 1 time
Last edited by Busybody43 on 17 Feb 2020, 02:47, edited 2 times in total.
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Re: New Badguys by Busybody43

Postby Busybody43 » 06 Feb 2020, 02:27

the third one... is a springstep! (It's only the jumpy variant, though... and the 2.5 second jump delay isn't here yet...)

[attachment=1]springstepjumpy.cpp[/attachment]
[attachment=0]springstepjumpy.hpp[/attachment]

[b][i](OLD VERSION: IGNORE IT)
[/i][/b][attachment=2]springstep.cpp[/attachment]
Attachments
springstepjumpy.hpp
(1.65 KiB) Not downloaded yet
springstepjumpy.cpp
(3.54 KiB) Not downloaded yet
springstep.cpp
IGNORE THIS
(3.43 KiB) Downloaded 3 times
Last edited by Busybody43 on 17 Feb 2020, 02:25, edited 1 time in total.
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Re: New Badguys by Busybody43

Postby Busybody43 » 06 Feb 2020, 02:41

The next new enemy is a proper subby, from toufik's levels!
This fixes a problem, where fireballs killed these firey enemies... (it's a leftover from being a resprited spiky)
And it avoids a problem where it's not buttjumpable when frozen, which happened when I tried to make a walking candle use the subby sprites...

subby.cpp
The subby file but it uses the subby sprites
(1.32 KiB) Downloaded 1 time

subby.hpp
(1.26 KiB) Downloaded 1 time

subby.zip
The Sprites
(26.08 KiB) Not downloaded yet
Attachments
subby.cpp
The subby code... For most of these, I didn't really change the sprites used, because that'd be too much of a hassle...
(1.32 KiB) Not downloaded yet
subby.cpp
(OLD)
(1.32 KiB) Downloaded 1 time
Last edited by Busybody43 on 17 Feb 2020, 23:12, edited 4 times in total.
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Re: New Badguys and Objects by Busybody43

Postby Busybody43 » 06 Feb 2020, 02:51

This one is not an enemy, but rather 2 variants of a hurting platform...
This flammable one (SHOULD) be set to a wooden saw, or a flammable projectile... like an ice flame...
The freezable flame (SHOULD) be set to a flame...

flammablehurtingplatform.cpp
A flammable one...
(1.44 KiB) Downloaded 2 times

pathcontrolledflame.cpp
One that's basically a flame controlled by a path... based off of a picture of a concept on the old wiki ideas page...
(1.95 KiB) Downloaded 2 times
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Re: New Badguys and Objects by Busybody43

Postby Busybody43 » 06 Feb 2020, 02:55

very quick edit to path controlled flame...
It actually looks like one now!
...and it's not capable of killing badguys now...

pathcontrolledflame.cpp
(OLD)
(1.86 KiB) Downloaded 3 times

pathcontrolledflame.cpp
This is an important-ish update...
(2.43 KiB) Not downloaded yet

pathcontrolledflame.hpp
(2.03 KiB) Not downloaded yet
Last edited by Busybody43 on 17 Feb 2020, 03:03, edited 1 time in total.
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Re: New Badguys and Objects by Busybody43

Postby Busybody43 » 06 Feb 2020, 03:11

This lucky 7th new thing is the Flame Fish!
Yeah. about time we used those sprites...
(EDITOR'S NOTE: I really hope I actually got the flammable = false part of the code to work correctly...)

flamefish.cpp
(OLD)
(3.3 KiB) Downloaded 2 times

flamefish.cpp
The flame fish is (SUPPOSED) to be fireproof...
(3.86 KiB) Not downloaded yet

flamefish.hpp
(1.69 KiB) Not downloaded yet
Last edited by Busybody43 on 17 Feb 2020, 02:49, edited 1 time in total.
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Re: New Badguys and Objects by Busybody43

Postby Busybody43 » 07 Feb 2020, 00:28

The next enemy made is the old bouncing snowball!
...ok, so this is meant to be a springstep that moves horizontally as well...
It's meant to be like the old milestone 1 version of the bouncing snowball, physics wise...

bouncingspringstep.cpp
(OLD)
(2.89 KiB) Downloaded 1 time

bouncingspringstep.hpp
(1.86 KiB) Not downloaded yet

bouncingspringstep.cpp
(2.97 KiB) Not downloaded yet
Last edited by Busybody43 on 17 Feb 2020, 03:04, edited 2 times in total.
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Re: New Badguys and Objects by Busybody43

Postby Busybody43 » 08 Feb 2020, 00:36

I'm not good at .hpp files yet, so these old ones may be updated...
also, this file has an old .hpp and .cpp file for mr rocket, I rescued it off the fourms...
It's may be broken from milestone 3, though...

eneny_blocker.zip
(33.97 KiB) Downloaded 1 time
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Re: New Badguys and Objects by Busybody43

Postby Busybody43 » 17 Feb 2020, 03:40

This is just a redone version of the Flammable Saw...
Now it's a path controlled ice flame!

pathcontrollediceflame.hpp
(1.64 KiB) Not downloaded yet

pathcontrollediceflame.cpp
(2.39 KiB) Not downloaded yet
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Re: New Badguys and Objects by Busybody43

Postby Busybody43 » 17 Feb 2020, 03:42

Now that the things I did so far were coded, let's try to post the other mandatory files!

game_object_factory.cpp
(10.31 KiB) Downloaded 1 time

Objects.stoi.Zip
(1.72 KiB) Not downloaded yet
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Re: New Badguys and Objects by Busybody43

Postby Busybody43 » 18 Feb 2020, 00:13

If you played the old versions of Matties World, you may have remembered the Doom Islands preview having a bad flower powerup...
It hurt you when you tried to grab it...
Well, I coded THAT in now! (the script is hopefully customizable too!)

badflower.zip
(56.43 KiB) Not downloaded yet

badflower.cpp
(3.61 KiB) Not downloaded yet

badflower.hpp
(1.77 KiB) Not downloaded yet

Objects.stoi.Zip
(1.73 KiB) Not downloaded yet

game_object_factory.cpp
(10.38 KiB) Not downloaded yet
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