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 384 times

mrrocket.cpp
(OLD)
(2.9 KiB) Downloaded 339 times


mrrocket.cpp
(2.83 KiB) Downloaded 329 times

mrrocket.hpp
(1.68 KiB) Downloaded 346 times
Last edited by Busybody43 on 17 Feb 2020, 03:23, edited 4 times in total.
Busybody43
 
Posts: 128
Joined: 20 Jan 2020, 02:38

Re: Mr rocket restoration

Postby Alzter » 06 Feb 2020, 02:08

Can somebody test this?
User avatar
Alzter
 
Posts: 330
Joined: 01 Apr 2016, 10:18

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 341 times

autumntree.hpp
(1.34 KiB) Downloaded 279 times

autumntree.cpp
this is literally a minor change...
(4.07 KiB) Downloaded 376 times
Last edited by Busybody43 on 17 Feb 2020, 02:47, edited 2 times in total.
Busybody43
 
Posts: 128
Joined: 20 Jan 2020, 02:38

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) Downloaded 326 times
springstepjumpy.cpp
(3.54 KiB) Downloaded 343 times
springstep.cpp
IGNORE THIS
(3.43 KiB) Downloaded 348 times
Last edited by Busybody43 on 17 Feb 2020, 02:25, edited 1 time in total.
Busybody43
 
Posts: 128
Joined: 20 Jan 2020, 02:38

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 345 times

subby.hpp
(1.26 KiB) Downloaded 332 times

subby.zip
The Sprites
(26.08 KiB) Downloaded 381 times
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) Downloaded 354 times
subby.cpp
(OLD)
(1.32 KiB) Downloaded 350 times
Last edited by Busybody43 on 17 Feb 2020, 23:12, edited 4 times in total.
Busybody43
 
Posts: 128
Joined: 20 Jan 2020, 02:38

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 339 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 350 times
Busybody43
 
Posts: 128
Joined: 20 Jan 2020, 02:38

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 361 times

pathcontrolledflame.cpp
This is an important-ish update...
(2.43 KiB) Downloaded 334 times

pathcontrolledflame.hpp
(2.03 KiB) Downloaded 329 times
Last edited by Busybody43 on 17 Feb 2020, 03:03, edited 1 time in total.
Busybody43
 
Posts: 128
Joined: 20 Jan 2020, 02:38

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 332 times

flamefish.cpp
The flame fish is (SUPPOSED) to be fireproof...
(3.86 KiB) Downloaded 322 times

flamefish.hpp
(1.69 KiB) Downloaded 338 times
Last edited by Busybody43 on 17 Feb 2020, 02:49, edited 1 time in total.
Busybody43
 
Posts: 128
Joined: 20 Jan 2020, 02:38

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 323 times

bouncingspringstep.hpp
(1.86 KiB) Downloaded 323 times

bouncingspringstep.cpp
(2.97 KiB) Downloaded 314 times
Last edited by Busybody43 on 17 Feb 2020, 03:04, edited 2 times in total.
Busybody43
 
Posts: 128
Joined: 20 Jan 2020, 02:38

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 334 times
Busybody43
 
Posts: 128
Joined: 20 Jan 2020, 02:38

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) Downloaded 351 times

pathcontrollediceflame.cpp
(2.39 KiB) Downloaded 328 times
Busybody43
 
Posts: 128
Joined: 20 Jan 2020, 02:38

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 355 times

Objects.stoi.Zip
(1.72 KiB) Downloaded 336 times
Busybody43
 
Posts: 128
Joined: 20 Jan 2020, 02:38

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) Downloaded 327 times

badflower.cpp
(3.61 KiB) Downloaded 326 times

badflower.hpp
(1.77 KiB) Downloaded 327 times

Objects.stoi.Zip
(1.73 KiB) Downloaded 338 times

game_object_factory.cpp
(10.38 KiB) Downloaded 306 times
Busybody43
 
Posts: 128
Joined: 20 Jan 2020, 02:38

Re: New Badguys and Objects by Busybody43

Postby Bear bear dolan 1 » 13 Jul 2022, 01:11

Busybody43 {l Wrote}: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

where i put the "src" file?
User avatar
Bear bear dolan 1
 
Posts: 38
Joined: 17 Apr 2022, 00:05

Who is online

Users browsing this forum: No registered users and 1 guest