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More features for sideview custom movement engine

sideview Castlevania engine moving platform crumbling bridge pushable

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#1 Alucard648

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Posted 02 December 2013 - 02:36 AM

Link Stuck in Castlevania is a planned series of my quest projects I am currently working on. They are based on the awesome custom sideview movement engine made by Grayswandir and having fully functional Castlevania-styled staircases as main feature. The script can be downloaded here:

 

http://www.purezc.ne...=59665&p=855521

 

or here:

 

https://gist.github.com/gwx/6116836

 

As the quest development goes on I am realizing that the engine looks limited and lacks some interesting features that would allow me and other quest-makers to make more bizarre platforming challenges in Castlevania-styled sidescroller quests. Here is request list.

 

1. Moving platforms.  A feature that commonly appears in majority of platformer games. They can transport Link around allowing him to cross chasms or get to the high locations. Bonus points if the platform can be set to damage Link if he touches it from bottom side which would allow me (or other quest-maker who wishes to use the engine) to turn moving platform into a rideable spiked crusher.

 

2. Pushable blocks/crates. Unlike standard push-blocks these crates are affected by Sideview Gravity which means they will fall if pushed off platform crushing any enemy underneath (including Link if he happens to be under falling block). They can be used mostly to construct sideview block puzzles or build nasty death traps. Bonus points for customizable size (from 1x1 to 4x4) and bracelet level required to push.

 

3. Flipblock trapdoors. A trap that commonly appears in old-school CV games. If Link lands on that platform from above it will flip over, becoming non-solid during animation. Bonus points if trapdoor can have damaging underside (trapdoor with spikes).

 

4. Crumbling bridges. Another classical challenge from Classicvanias. At first it looks like ordinary bridge but when Link walks onto it, the bridge starts crumbling him behind tile by tile. The bridge can span multiple screens and have initial delay between being stepped on and starting to crumble. Bonus points for customizable width of bridge (as well as length) and falling blocks effect during bridge crumbling sequence.

 

5. Conveyor belts. Original script has a bug: conveyor belts don`t move Link when he is on "Conveyor Belt" combo.

 

6. Pendulums. Large pendulums that swing back and forth, and Link can ride them. As with moving platforms, bonus points if it`s possible to set pendulum to have damaging underside.

 

Sorry, if I request a bit too much. Zoria, who is currently helping me with scripts for my quest, has trouble scripting custom Lweapons while Grayswandir is on indefinite hiatus. Even a single bit taken off their workload helps a lot.

 

P.S. Videos of those features in action:

Flipblock trapdoors: http://youtu.be/VPea3d5p8mM?t=26s The trapdoor flips over but Trevor has barely managed to avoid falling to his doom.

Pendulums: http://youtu.be/XB1_20zMpBQ?t=6m12s

Crumbling bridges: http://youtu.be/XB1_20zMpBQ?t=37m28s

Sideview pushable blocks: http://youtu.be/N_vClv3vXUI?t=2m46s

Rideable spiked crushers: http://youtu.be/oD4JTSwiElk?t=41m20s

Hope, this helps potential scripter to understand the picture.


Edited by Alucard648, 02 December 2013 - 03:27 PM.


#2 Moosh

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Posted 02 December 2013 - 08:20 AM

//Sideview Platform Script 1.0
//Put this script on any FFC in sideview you want Link to be able to stand on.
//Link's interaction with platforms won't work as well with accelerating platforms or non-integer speed values.
ffc script Moving_Platform{

   //This detects if Link is performing an action that should prevent him from moving while on a platform

   bool LinkBusy(){
      return !(Link->Action<LA_ATTACKING||Link->Action==LA_CHARGING||Link->Action==LA_GOTHURTLAND);
   }

   //This detects if Link is using the hookshot, an item that bugs out horribly if Link is moved while using it

   bool Hookshotting(){
      for(int i=1; i<=Screen->NumLWeapons(); i++){
         lweapon l=Screen->LoadLWeapon(i);
         if(l->ID==LW_HOOKSHOT)return true;
      }
      return false;
   }

   void run(){
      itemdata feather=Game->LoadItemData(I_ROCSFEATHER);
      while(true){
         
         //This detects when Link gets on the platform
         
         if(Link->X>this->X-12&&Link->X<this->X+12+(this->TileWidth-1)*16){
            if(Link->Y>this->Y-16&&Link->Y<this->Y-8){
               int savedx=this->X;
               while(Link->Y>this->Y-17-Abs(this->Vy)&&Link->Y<this->Y-8&&Link->X>this->X-12&&Link->X<this->X+12+(this->TileWidth-1)*16){
                  
                  //This snaps Link to the platform when he isn't hookshotting

                  if(!Hookshotting()){
                     Link->Y=this->Y-16;
                     Link->X+=this->X-savedx;
                  }
                  savedx=this->X;
                  Link->Jump=0;
                  
                  //This allows Link to jump while on sideview platforms by recreating the effect of the Roc's feather item
                  
                  if(((GetEquipmentA()==I_ROCSFEATHER&&Link->PressA)||(GetEquipmentB()==I_ROCSFEATHER&&Link->PressB))){
                     Game->PlaySound(SFX_JUMP);
                     Link->Jump=(feather->Power+2)*0.8;
                  }
                  if(LinkBusy())NoAction();
                  Waitframe();
               }
            }
         }
         Waitframe();
      }
   }
}

Here's a script for very basic sideview platforms I wrote like half a year ago. It has some very strange issues, though.


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#3 Jamian

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Posted 02 December 2013 - 08:35 AM

5. Conveyor belts. Original script has a bug: conveyor belts don`t move Link when he is on "Conveyor Belt" combo.

 

To do this in sideview areas, you need to make the "background" combo be an invisible conveyor belt.

 

Example: Let's say Link -L- is standing on a conveyor belt tile -C- like this:

 

L

C

 

C should look like a conveyor belt, but it's only for appearances. The combo that is actually a conveyor belt needs to be placed on the tile Link is currently on.


Edited by Jamian, 02 December 2013 - 08:35 AM.


#4 Alucard648

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Posted 02 December 2013 - 01:29 PM

 

Here's a script for very basic sideview platforms I wrote like half a year ago. It has some very strange issues, though.

 

To do this in sideview areas, you need to make the "background" combo be an invisible conveyor belt.

 

Example: Let's say Link -L- is standing on a conveyor belt tile -C- like this:

 

L

C

 

C should look like a conveyor belt, but it's only for appearances. The combo that is actually a conveyor belt needs to be placed on the tile Link is currently on.

Both solutions don`t work at all with CV stairs script active.

Apparently, Grayswandir`s masterpiece takes full control of Link`s movements in sideview areas. Basically, entire platforming engine is written from scratch. I have provided links to that script so anyone who is good at scripting can read script codework (it should be easy because the script is well commented) and construct scripts to be compatible with the stairs & platforming engine.


Edited by Alucard648, 08 December 2013 - 01:45 AM.


#5 Three Pendants

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Posted 08 December 2013 - 07:09 PM

Didn't... I want to say Ventus... Ventus make a quest that was mostly Sideview-esque? I recall playing it a while back and thought it was pretty good! Did that use a very basic side-view system or was there more to it than that?



#6 Ventus

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Posted 08 December 2013 - 07:23 PM

Didn't... I want to say Ventus... Ventus make a quest that was mostly Sideview-esque? I recall playing it a while back and thought it was pretty good! Did that use a very basic side-view system or was there more to it than that?

Yes I did, and yes it used the basic Sideview system that was included with the ZC Engine. so it wasn't anything fancy and glad you liked my quest.





Also tagged with one or more of these keywords: sideview, Castlevania, engine, moving platform, crumbling bridge, pushable

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