Zeldanoid (Arkanoid)
Created by
Timelord
Alpha 0.33
Overview
Overview
Latest build, made in 2.55-Preliminary-8.
If you want to try it, use this build of ZC to run it. DO NOT OVERWRITE your normal ZC path with this! Un-ZIP it to its own folder/directory! You can review the quest and script changelog in the demo details, and you can [url=https://pastebin.com/xS9XNHF9]view the script here[/url This adds most power-ups (Laser, Catch, Extend, Slow, Extra Vaus), fixes some paddle hit zones, and corrects some physics bugs. It has new, expanded mouse modes. Press (Shift+M) keys on your keyboard after the vaus paddle appears to try my default mouse movement (works in windowed mode, and in fullscreen). That's a relational mouse mode. You can increase, or decrease the relative distance with the V and C keys, respectively. Hotkeys: Shift+M: Enable Mouse with 'fast_mouse' set to '2'. M: Enable Mouse. N: Disable Mouse (No Mouse) F: Faster Joystick/Keyboard G: Granular (Slow Joystick/Keyboard) V: Very Fast Mouse, press more than once to increase speed. I suggest using this mode over Mouse, but you MUST enable Mouse, first. C: Calm Mouse: Slows the 'fast_mouse' mode down by one notch. The valid range is 0 - 6, IIRC. Changelog /// Changes, Revision History /// /// /// Alpha 0.16: Reverted Alpha 0.15 changes back to before adding any angular physics. /// Then, re-implemented ONLY the Vaus midpoint physics. /// Fixed the hack for UID in brick.take_hit(). This means that ZC 2.54 Alpha **32** is now the minimum ZC version. ///Alpha 0.18: Added 'fast mouse' mode, enabled using V to increase the fast mouse speed, and C to decrease it. /// The mouse mode must be enabled for this to function! /// Fast Mouse moves the Vaus N pixels per frame, based on the distance that the mouse travels * fast_mouse. ///Alpha 0.19: Added a frame check to keyboard keys V and B. ///Alpha 0.20: Added an ffc script that reports the version when assigning slots after compiling. ///Alpha 0.21: Added code for advancing to the next stage. ///Alpha 0.22: Fixed code for level advancement. Added second stage. ///Alpha 0.23: Fixed brick.all_gone() counting gold bricks. ///Alpha 0.24: Fixed a bug in ball.check_rightwall() where a right-up moving ball was set to a right-ward angle/dir on contact. /// : This was the cause of the ball falling like a stone. /// : Fixed a bug where angles that we were comparing against in ball.check_hitvaus() had the wrong equality constants, /// : and thus, were returning false. /// : Added hold_Link_y() to the additional while loops so that the player can't escape that screen by holding directions /// : on the single frame where that loop runs. ///Alpha 0.25: Added capsule class, and set up base functions, to generate capsules and make them fall. /// : Capsules now appear int he game, but as of this time, they do not activate any power-ups. /// ///Alpha 0.26: Added more capsule functions. ///Alpha 0.27: Wrote capsule.check_hitvaus() and polished other capsule functions, adding traces to test them. /// : Added drawover() functions to capsule and ball classes. /// : Added extend state capabilities to game. Extend capsules now extend the Vaus. /// : Added slow capsule powerups that function. /// : Added Extra Vaus powerups that function. ///Alpha 0.28: Converted capsules to eweapons. /// : Fixed extended movement with both KB/JP and Mouse. ///Alpha 0.29: Added laser sprite change on powerup collection. Refactored powerup sounds. /// : Refactor extend status to be controlled by the capsules, and added capsule.alloff(ffc), called on stage end or death. /// : Added more sound effects. /// : Added POINTS on collecting capsules. Capsule points are set in itemdata->Attributes[1]. /// : Began adding extra life on score reaching certain numbers. /// : Added high_score, and score clear system. /// : Extra life from points set to 1000. Capsules award 10 points each. /// : Shift+M now enabled mouse and sets fast_mouse = 2; ///Alpha 0.30: Fixed timing for music playing and vaus spawning, and fixed visual bugs created by calling capsule.alloff() with improper sequencing. /// : Made Link's base shieldless down tile blank, to hide graphical glitch caused by the continue script not running before Link is drawn. ///Alpha 0.31: Refactored ball.check_hitvaus() to correct angles and locations, adding paddle.centre() and paddle.get_segment() to return areas. /// : Added paddle zone debug drawlines, enabled using config DEBUG_MIDPOINTS. ///Alpha 0.32: Added complete laser powerup. ///Alpha 0.33: Added complete catch powerup. /// : |
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