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| 15 Oct 2012 04:07 AM |
I plan to make a 3 part game on the First mission in KIU, I'm making it as advanced as possible, and to do that the Sky Battle, the Ground Battle, and the Boss Battle are all going to be in separate games (To reduce lag) I may also need someone who can help me making Twinbellows, the normal minions are easy like the orne, and the Monoeye to build, but I will probably need help on the Twinbellows. So far I've started on the Sky Battle part of my game, which isn't going bad so far, I'm still trying to script the Monoeye's to fire at humanoid when I want it to, and keep them at zombie/Humanoid, but I'll be fiddling around with the Artemis bow to make it more like the Palutena bow, but it will only be used for the Sky battle part, on the ground and boss battle part, I have decided that you will get a choice of weapons with already set powers, the ground weapons will have a melee option which is mouse click, but a fire option if you press F. I also plan to make advanced cut scenes and smaller cut scenes, so when you get Palutena and Pit in the bottom screen like in the game, they will appear in two back boxes on your screen with a text bar just under, I've already started on that, and it's going very well.
I will keep updating you guys on more info about my game very soon, so stay tuned. |
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| 15 Oct 2012 08:33 AM |
So far so good, I'm easily able to make the set pathway, but I'm having troubles making the enemies shoot such as the Monoeyes... I've already figured out how to do some cut scenes by putting slotted bricks along the pathway which on touch, gives you the GUI, after it has done its animation, it removes itself, I have also placed doors across so that you cannot go back after passing one, but if you reset you can still go through them like you're suppose to. I'm having a little trouble making Medusa appear in font of you at a certain point of the pathway, but I'm think of some kind of switch which activates it on touch.
I'll still keep you updated from time to time, so stay tuned. |
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| 16 Oct 2012 07:25 AM |
So far I've made it so that the MonoEye, the Mik, and the Orne direct themselves at you, but I'm trying to figure out how to set them on a certain path, so they'll carry on going where they're suppose to go, but aim at you at the same time. If anyone can help me on this bit, I'd be much obliged. |
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| 16 Oct 2012 08:00 AM |
Well I got a new problem and a good thing out of it. I was able to make them have their own paths and speeds, then regen when they got out of site, but they don't aim anymore because I have to have one of the bricks anchored for it to keep afloat while the movement is in progress, but I think I might know what to change... |
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Fargey1
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| Joined: 03 Apr 2011 |
| Total Posts: 1908 |
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| 16 Oct 2012 08:27 AM |
What the heck?
~Fargey1~~General at building~ |
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| 16 Oct 2012 08:27 AM |
I'm going to hug the next person I see... I've done this thing where the enemies auto clean themselves, but they're connected to regen buttons which are part of the door system (Which I mentioned earlier) so that when the loading screen comes up, they will have all removed themselves before you start, so when you go through the invisible doors, they spawn, if you kill one, it auto cleans after, if they get away, they auto clean a little later. But no matter what, the process is that it's all carefully timed so that even if you regen/die, you will still be seeing the exact enemies on their exact pathways every time :D |
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| 16 Oct 2012 08:38 AM |
| @Fargey I'm keeping a record of what happens with my game on the forums, just for some people to see the progress as well. |
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| 16 Oct 2012 12:41 PM |
| Well I would appreciate Roblox making it so that we can upload music about now -______- |
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| 17 Oct 2012 09:04 AM |
| Well I've hit another problem, the CPUs die on game mode, but not on Test mode, kind of odd... but I'm testing to see what scripts made them die on game mode. |
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| 17 Oct 2012 09:14 AM |
Found the problem, there's a invisible regen button along the path way, if you touch it very quickly, it works fine, but the hole of your body passes through it and regens them multiple times, glitching the Health. So I'm going to have to make a regen button which takes at least a second to regen them, without you regening them more than once. |
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| 20 Oct 2012 06:20 AM |
| I might have just solved the regening problem, I'm just testing it now, but I might have some builders/scripters helping me on this project now... |
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vlekje513
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| Joined: 28 Dec 2010 |
| Total Posts: 9057 |
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| 20 Oct 2012 06:46 AM |
| ... You just answered yourself the whole time... :/ |
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| 20 Oct 2012 06:46 AM |
| Turns out I didn't solve the regening problem, so I'm trying all methods possible now, I'm trying a welding script at the moment to see if that'll work ¬_¬ |
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| 20 Oct 2012 06:47 AM |
| @vlekje513: Actually some of the people that want my game to be done soon asked me to make a log so I can keep them updated on how the building goes, also this is a good way for me to keep reminding myself on the next part I need to do. |
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| 20 Oct 2012 06:54 AM |
Thing is that I can easily do an auto regen script without any flaws of them dying, but it's just that I don't want the players just camping at a section of the game to get points for it. But I still cannot figure out how to stop them from dying when they are regened by a button...
Does anyone have an easier method, or a way to fix the button problem? |
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xcalibur
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| Joined: 14 Mar 2008 |
| Total Posts: 4719 |
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| 20 Oct 2012 07:32 AM |
..Isn't it better just to try and do the multiplayer of Kid Icarus Uprising? How would this properly work, seeing as the three levels has an end and what not, is there a lobby or something? Will all players play together, or are they playing a local part version of the place?
..Sorry, haven't read the replies yet. |
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xcalibur
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| Joined: 14 Mar 2008 |
| Total Posts: 4719 |
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| 20 Oct 2012 07:35 AM |
Read most of the replies, you've been having a problem with enemies looking and moving simultaneously? Why don't you separate them into two parts, one that's visible (the enemy itself) and one that's invisible (the guide block?) Then connect with a hinge or something so that the enemy would keep looking at you as it moves..? |
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| 20 Oct 2012 08:10 AM |
That's not a bad idea, also I'm going to be making the Multiplayer after the missions, I had an old multiplayer version, but it got outdated... The mission is actually easy to do itself, just the tedious stuff is annoying. It's a one player game (Which I should have mentioned earlier if I didn't) where as you go along the set pathway, you activate invisible buttons like different music buttons, a doorway (To stop you from going back) or even a Cut Scene GUI giver, but I've been wondering how I should be doing the cut scene with Medusa, whether is should be a camera pan and Medusa has a animate script, and after a while she disappears, or whether it should just be a GUI cut scene.
So pretty much, it's just the small things that are the hard bits. |
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xcalibur
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| Joined: 14 Mar 2008 |
| Total Posts: 4719 |
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| 20 Oct 2012 08:18 AM |
| Maybe you could have a lock-on camera thing with Medusa. |
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| 21 Oct 2012 05:42 AM |
| I have thought of doing that before, but when I do animated scripts on Humanoid, it gets a bit laggy in a sense, but that's a good idea, I'll have to see if anyone can help me on that. |
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| 14 Nov 2012 05:08 PM |
| Sorry to keep the updates waiting for so long, but I've been trying to recruit builders to help me, and I'm making the GUI's themselves, I had to take a small brake from building it to sort some other things out. |
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| 30 Nov 2012 04:20 PM |
People helping on this game. 1.gameboycdrc 2.Ipwnza (Possible) 3.Dman2700 4.Jackpot210 5.MANUCIO123 6.Tailsxd7 7.Draylok3
Also, I may have found out how to fix the enemies... again... |
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| 12 Feb 2013 05:02 AM |
And I'm back to continuing this game, sorry for the update I haven't done in the last few months, but I had to do some group related things.
I've added more to the map and pathway, and I'm hoping that some of the new Roblox updates may have solved some problems I have been having. I'm starting to understand a bit more about Camera pans and animation GUI's, so I'm hoping to finish that off.
I'd just like to mention that I'm sorry if this counts as a bump, but I had to because I was more focused on other things, but it would be stupid to start a V2 of my log.
~King of Avalon~ |
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| 12 Feb 2013 05:11 AM |
Okay, now it's even more confusing... There's a 30% chance of a enemy not health glitching and going fine across the level, where as there's a 70% chance of them health glitching and blowing up... What I will need to try and do is either make a script which sets the health at a almost permanent value (Unless damaged) Or try and find another way of spawning them.
~King of Avalon~ |
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| 12 Feb 2013 06:28 AM |
Well, now I need help. I still can't fix the regen problem.
~King of Avalon~ |
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