Ambiera ForumDiscussions, Help and Support. |
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Not sure where the name came from, but I love the premise. A knight has to navigate across multiple platforms (without falling off) to the end "goal", to escape. I'm currently thinking of trying to expand upon the premise and having a little difficulty figuring out which direction to go with it... I'm thinking of maybe implementing a chess-type theme, or a "escape the monsters" theme. In both scenarios, the enemies would start at the furthest corners of the play field and progress, move-by-move, towards the player. - In the chess-type theme, the player can pick up "form change" power ups that give them the ability to out rank certain enemies. But figuring out which pieces outrank other pieces (everything is higher than a pawn) is a problem. At the top of the list, a king is the highest rank (a queen is next highest), but because the power ups change randomly (and move to different squares randomly), you have to grab the one you want until it's been used and make sure you don't accidentally pick up another one you don't want until then. If your "form" is lower ranked than an enemy, when they jump to your square, you get knocked off into the abyss. If you outrank your opponent, you knock them off. You win the level by reaching the end Goal, but gain points for disposing of opponents in the process. - In the "escape the monsters" theme, it's simply a matter of getting to the goal before you're killed. All non-occupied platforms can change places randomly every 5 seconds, so trying to progress towards the goal is a matter of being able to land on a platform that not only gets you closer to the goal, but also keeps you from being intercepted/killed by a monster. Platforms start flashing when there are only 3 seconds remaining before it moves to a different place. What do you think of this project? If you can't find the files, I will upload the archive to a site and provide the link. One of the first things I need to do is give this game some music... the silence is deafening! Gives me a reason to get back on my Macs! |
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no one comes here now, luposian |
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guest wrote: no one comes here now, luposian I have to try... Do you mean just this channel or the Ambiera forums as a whole? |
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the forum was a ghost town for days... i like your ideas, but what you call a theme I think you mean mode. platforming in cc will require a custom jump script tho. the default jump is janky and too punishing/erratic. maybe looking into what is called "coyote jump" to give the player better jumping. |
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There is actually custom movement and jumping script already. The game was inspired by the forum posts there people who was saying that they quit using Coppercube. The game full name should be something "Escape from CopperLand" or something similar. if you achieve the escape portal it should also display a random win message like: "Dissatisfied with CopperCube's outdated features, you face hostility in the forums and are eventually labeled a troll. You outgrow CopperCube and transition to something more advanced." 'Bored with the lack of innovation in CopperCube, you develop a resistance to learning, making progress impossible. Eventually, you abandon CopperCube for a better solution.' 'Frustrated by the limitations of CopperCube, you discover the power of arrays and reconsider your tools. With new knowledge, you embrace better alternatives.' It sort of didn't work. |
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I think message generator is not included in game, here it is: function getRandomInt(min, max) { |
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guest wrote: the forum was a ghost town for days... i like your ideas, but what you call a theme I think you mean mode. platforming in cc will require a custom jump script tho. the default jump is janky and too punishing/erratic. maybe looking into what is called "coyote jump" to give the player better jumping. My first wish would be to be able to use the arrow keys, for movement. I relate to them better than ASWD. Not sure why, but maybe it's because they're arrow keys and not letters. Or maybe it's because, in arcade games, I play with my left (joystick), fire with my right (fire button). I can deal with the animation as it is. I've played/made it to the portal successfully several times. |
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There is a fun and modern way of doing that. 1. Find the folder there your custom scripts are located. Read: https://www.ambiera.com/coppercu... 2. Find the extension called behavior_QuitCharacterController.js 3. Upload this file to ChatGPT and ask it to modify the script so it's possible to use arrow keys to move 4. Modify the script with what it says. If it doesn't work - message GPT again, say the script doesn't work and describe what happened. 5. Bonus: you can actually ask what changes were made and why. I believe in you. That's not that hard. |
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Ok, I'm really getting frustrated... I delete the character behavior javascript file. I try creating a new version of the game and the character doesn't move (expected). However, in the original game file (executable), when I run it, the character moves (at first this didn't make sense to me, but I believe it's because the javascript file is buried inside the executable). Then I go back to the extensions folder.... and the file is BACK! How is this possible? I deleted it! Is Coppercube copying the file from inside the executable, back to the extensions folder? |
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Ok, I'm really puzzled... I can add music and "Q" to quit, but the keyboard doesn't work. Not arrows nor WASD. The existing .exe works fine with WASD (but no music), but when I try to create a modified .exe from the original .ccb, keyboard control doesn't work. Can't figure out if I messed something up or there is something wrong with the .ccb/.js file. Help? |
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exe is final product of your project and it doesnt place any scripts into your scripts folder.. it doesnt even care of your scripts folder.. doesnt read any scripts from there but scripts that are inside exe and at current state when you compiled that exe. ccb puts scripts into your scripts folder if you open ccb.. if script that you deleted reappears then its probably in use in your ccb file (not deattached from node)... and not deleted. About error you get with WASD and arrow keys its hard to tell.. we have no idea what behaviour you are using for character controller.. if its built in character controller then make sure it is attached to the player..(it will work for sure if its set) if you are using custom character controller script then it may have dependency of other scripts also its own setup that neeeds to be done.. so if you remove some scripts from project and custom char controller cant find its needed variables then char controller will be messed up. because we dont know what changes you made then its hard to tell.. anyways make always backup of your ccb files.. so you can redo changes and keep trying with small changes with project and you see from what step error appears. |
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I guess you removed that: Try adding it back:) |
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wrote: I guess you removed that: Try adding it back:) I even deleted everything and started fresh with the original Quit CopperCube .ZIP file and tried creating an .EXE from the original .ccb.... the knight won't move. WASD doesn't work. Yet the .exe that's provided works fine. How is this possible? |
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Close coppercube, go to the extensions folder. Remove all extensions which start with behavior_Quit and action_Quit. Download the ccb again and open. |
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wrote: Close coppercube, go to the extensions folder. Remove all extensions which start with behavior_Quit and action_Quit. Download the ccb again and open. I did that and it didn't fix anything. Still "broken". Is the behavior file in the .ccb linked to a location (pathname) that isn't mine? This is what I see when I create a test .exe: |
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