Monday, August 31, 2009

[Release] 31st August 2009

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Hero Quest - 31st August 2009
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Characters:
- Aeron (YinYin/Havoc Creator), slightly modded by Azriel (flight)
- Joe (Siegvar)

Backgrounds:
- Lion Forest (Marti), edited by Azriel (vertical scroll, castle)


Notes:
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More of a feature preview than a "playable" release, you can write your own code to test stuff, but a rundown of some of the differences between HQ's data files and LF2's data files:

x new tags
Backgrounds:
- [friction] fx: 1.25 fz: 1.25
- [ybound] y1: -600 y2: 0
- [opoints] check bg/sys/lf/bg.dat

Characters:
- [hold_<a,j,d>]
As long as you're holding A, J or D, your character will go to the frame number specified in hold_a: # (for example) after the wait: # is up. i.e. This serves as an alternative next: # frame. hit_a: will have priority over hold_a: (if you press A on a frame with both tags enabled)

- [z coordinate areas]
z1: z2: are used for bdys and itrs. This is an alternative to the zwidth: tag whereby z1 == -z2 if used. If none of these tags are specified, the data will treat it as LF2 does - z1: -12 z2: 12.

- [z axis opoint]
In LF2, objects spawned via opoint are always Parent.z + 1. With the z: tag, you may opoint relative to the Parent's z coordinate. Using z: -1 will cause the spawned object to have the same z-axis coordinate as the Parent.

*Parent here means the object with the opoint:


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The castle object is made from a few different "objects" (single data file, different frames). This is to give the impression of a "room" with different z-levels. If you try and get on top of the castle via the stairs, you'd notice that your character tends to "teleport" to different places. This wouldn't happen if there is only a single identical bdy used for all of the frames, which would be much easier to work with for wall/platform detection. However, bdys keep varying in each frame, so to not have it buggy is near impossible.

Don't kill yourself trying to get onto the castle with Joe, it takes quite a number of tries.

1 comment:

  1. I've mostly fixed the "teleport" bug by creating a new "bound:" tag - there is a set bdy that is identical in each frame, so checking platforms/walls for collisions/floors won't have the polymorphic bdy that causes problems.



    Azriel~

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