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New Badguys and Objects by Busybody43

PostPosted: 06 Feb 2020, 02:06
by Busybody43
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 593 times

mrrocket.cpp
(OLD)
(2.9 KiB) Downloaded 544 times


mrrocket.cpp
(2.83 KiB) Downloaded 536 times

mrrocket.hpp
(1.68 KiB) Downloaded 558 times

Re: Mr rocket restoration

PostPosted: 06 Feb 2020, 02:08
by Alzter
Can somebody test this?

Re: New Badguys by Busybody43

PostPosted: 06 Feb 2020, 02:16
by Busybody43
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 573 times

autumntree.hpp
(1.34 KiB) Downloaded 492 times

autumntree.cpp
this is literally a minor change...
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Re: New Badguys by Busybody43

PostPosted: 06 Feb 2020, 02:27
by Busybody43
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]

Re: New Badguys by Busybody43

PostPosted: 06 Feb 2020, 02:41
by Busybody43
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 567 times

subby.hpp
(1.26 KiB) Downloaded 557 times

subby.zip
The Sprites
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Re: New Badguys and Objects by Busybody43

PostPosted: 06 Feb 2020, 02:51
by Busybody43
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 537 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 575 times

Re: New Badguys and Objects by Busybody43

PostPosted: 06 Feb 2020, 02:55
by Busybody43
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 592 times

pathcontrolledflame.cpp
This is an important-ish update...
(2.43 KiB) Downloaded 550 times

pathcontrolledflame.hpp
(2.03 KiB) Downloaded 544 times

Re: New Badguys and Objects by Busybody43

PostPosted: 06 Feb 2020, 03:11
by Busybody43
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)
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flamefish.cpp
The flame fish is (SUPPOSED) to be fireproof...
(3.86 KiB) Downloaded 532 times

flamefish.hpp
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Re: New Badguys and Objects by Busybody43

PostPosted: 07 Feb 2020, 00:28
by Busybody43
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 537 times

bouncingspringstep.hpp
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bouncingspringstep.cpp
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Re: New Badguys and Objects by Busybody43

PostPosted: 08 Feb 2020, 00:36
by Busybody43
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 561 times

Re: New Badguys and Objects by Busybody43

PostPosted: 17 Feb 2020, 03:40
by Busybody43
This is just a redone version of the Flammable Saw...
Now it's a path controlled ice flame!

pathcontrollediceflame.hpp
(1.64 KiB) Downloaded 539 times

pathcontrollediceflame.cpp
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Re: New Badguys and Objects by Busybody43

PostPosted: 17 Feb 2020, 03:42
by Busybody43
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 573 times

Objects.stoi.Zip
(1.72 KiB) Downloaded 550 times

Re: New Badguys and Objects by Busybody43

PostPosted: 18 Feb 2020, 00:13
by Busybody43
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 555 times

badflower.cpp
(3.61 KiB) Downloaded 536 times

badflower.hpp
(1.77 KiB) Downloaded 523 times

Objects.stoi.Zip
(1.73 KiB) Downloaded 553 times

game_object_factory.cpp
(10.38 KiB) Downloaded 528 times

Re: New Badguys and Objects by Busybody43

PostPosted: 13 Jul 2022, 01:11
by Bear bear dolan 1
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?