Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by wrondon

Hi!,

I am newbie in Impact so I have basic questions about it. Sorry for it.

I am making a game and one of the entities is the larva, that rises and falls, like in this Sonic's level:
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Another entity is the pillar that also rises and falls, like this one in the Mario Bros game:<br />
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1 decade ago by Apiheld

You could make both entities loosely based on trigger.js and hurt.js from the Biolab entity pack, although you'd want to extend them or modify them.

Lava, two ideas:

- A trigger connected to Hurt that has a periodic size and/or position update
- If the lava is through the entire level, you could define a Y position in your game logic that kills the player automatically. No extra entity required

Pillar:

- Needs probably a bit more logic for a good "dropping down" effect, but is basically an entity that expands its size. The question is only how you define its max size. Could be a setting you set in Weltmeister or something.

The problem with the mover is that you might have trouble with collisions. The pillar cannot have a static size and just moves out of the game, since it needs to collide with the floor, but not with the ceiling. I mean, there are ways to do it, but it gets more complicated, because you have to define what entities the pillar can collide with.

Same with lava. A mover is probably the wrong choice, since the lava is something like a background thing. It doesn't collide with anything, it just triggers the players death and changes its own size from time to time.

1 decade ago by wrondon

Hi Apiheld,

Thank you so much for your prompt reply!

Sorry for the lava explanation. I was saying about the flame that leaps from the lava, not the lava itself. If you could give me some idea it would be nice too.

I'll try the make the pillar and I'll give you a feedback as soon as possible.

Regards,
Wagner

1 decade ago by Apiheld

Oh, the flame could indeed be based on the mover from Biolab. That's probably a good idea.

1 decade ago by Apiheld

Update: Actually, I wouldn't make the flame based on mover.js

The flame needs some sort of physics and should be affected by gravity. The flame is nothing else than a "jumping" entity and is affected by gravity. It's like you define an enemy that "jumps" periodically. That's how I'd do it.

1 decade ago by wrondon

Apiheld, I made the flame, your explanation worked like a charm! Now it's time to make the Piilar.
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