The Creation of the Retroscape

Dang it! Could you list them? That would help. And thanks! The Retroscape is going to be my first big flowlab game. I am also working on a mobile racing game which will be ready real soon, and I am also considering a “Combat Car Adventures” Reboot as well. But the Retroscape will be my biggest game to date @Superstargames . Thank you!

Yes, @“The Kodex”. Here is the list:

  • During the cutscene with Sophie and Dan, Sophie says “dos’ent” instead of “doesn’t.”
  • When the assignment is being displayed, it reads “Elimnate Targets”, which is missing an “I”
  • At the ending of the introduction, one sentence says “It is what I was ordered to do?” even though the sentence does not seem to be a question.
  • In the middle of the introduction, the word “Stopping” has 3 “P” (so it says "Stoppping)

Thank you @Superstargames I will try to fix all of those the next time I can. Thank you!

@“JR 01” I have a few problems with my enemy (II) sigh here we go:

So when the enemy is defeated, I want the player to have the option of sparing or killing the enemy, by pressing space to kill and P to save. So when the enemy dies, an enemy named “Enemy II Incopasitated” comes, and gives the choice, but keeps spawning on the player’s head! Sometimes it does not, but it mostly does. and I have tried these things bellow:

  • Spawning by extracting the enemies x and y. Failed because it only works with one enemy.

  • Making it solid through deselecting properties and enabled - They all sunk through the floor because of gravity. If you remove gravity, they float in the air…

I really think that my “non solid” theory is the way to go but I can’t work around the gravity problem. It is super annoying and I spent really long on the sprite and mainly the sprite animation so he has to be laying on the floor.

And additionally, when he raycasts to the left he is meant to run but somehow… is not. He does when he raycasts to the right but not to the left?! It is strange? When investigating Cough Cough the above, maybe quickly see a quick fix for this too?

I cant look too much into until after Thursday…

  • Instead of extracting the enemy, let the enemy extract itself and message the spawner.
  • Make a filter for position and use a motor for gravity, the filter will keep it from going below the floor.
  • Raycast doesn’t rotate/flip with the object, you have to update the raycast angle independently.

@“JR 01” When you are ready could you post screenshots? I know that may not be soon and you probably have like 18 notifications and not a lot of time on your hand so I do appreciate that!

I got a bit confused on the first two and the third I already did, it already raycasts twice both left and righ. What I was saying is that the raycast for the right was not working while the sperate node (The other raycast) was working.

And I tried to make another shooting enemy, this time simpler, called “Enemy Beta” but ran into an annoying problem. All I want it to do is fire left when raycasting the enemy to the left and do the same for the right. But It will shoot to the left, the player will go to his right and he will shoot right, but when the player jumps back to the left he just continues to shoot to the right, though his body turned to the left. So that is also a problem. Had to remove him from level so be free to get him from the libuary.

So, whenever your ready.

  • Extract This X and This Y and send it to who-ever needs it.
  • Make a filter for position to not pass a point (look at my Progress Bar example:)
    https://flowlab.io/game/play/1380087
  • I’ll look at the raycast later

Hey @“JR 01” Are you free to look at the game now?

Nope, just checking on my free time at work

Next time you can do post so I can Update you. Thanks @“JR 01” As always.

Hey @“JR 01” Just a re-tag to see if you are free and not busy to help.

Oh yeah, I’ll get on that

Ok, easy fix.
Swap the angles on the emits and make sure to check “angle is independent”.
(Top emit angle = 180 and bottom angle = 0)

2020.05.12-19.45

@“JR 01” Thank you so much for the help it now works for me now! But, I have run into another problem,
. In the behaviors of the synthwave rider, in the “Rifle Ammo” bundle, I have a rifle ammo system that works like most. You can shoot, until your ammo runs out, and then you have to collect more. Everyhting works fine, but when you press z (The shoot button) it continues to remove from the number. So when you run out of ammo and go into the Minuses, it continues. ANd if you keep doing this, no matter how long it keeps going down and down so when you get 10 ammo but the variable is -70, it will only go up to -60. I tried to fix this by having it set itself to 0 when you get ammo, so from -70 it would go to 10, BUT now if you have 35 and you get ammo… It just goes back to 10.

On “Test level” there is a block just called “Ammo” which gives you +10 ammo. Use this to help you. But that is not the only problem. For some reason my save data wont work either. Just so it saves how much ammo you have wether you come off the editor or realod the page, but it does not. Can anyone help me?
@“JR 01” @Superstargames @TinkerSmith @meburningslime
Screenshot 2020-06-25 at 17.49.31

New page, new link:
https://flowlab.io/game/play/1387014

I took a look and I mostly just re-worked the whole thing… but the one major thing you needed is to reset the ammo to 0 IF the ammo is below 0. As you see below, the filter and 0 thats under the “Rifle Ammo” number block is what I did to reset the ammo.

123

But also @“The Kodex”, there were many others things that I didnt understand, and is why I remade most of it.

  • Wasn’t sure why you used the Save to save the number -1… If you want to remember the ammo for the next level, I made changes for that.
  • The Always and Expression could be out.
  • I deleted the AND gate and just used the filter instead
  • The animation wasn’t working, so I made it priority of 10 and gave it a loop. Also the Z button starts and stops the animation.
  • I used my other filter to Save and Label the ammo, so it doesn’t show or -1 (why I used fail for the below 0 filter).

Update:
Note: I did not make a limit for the bullets, it’s possible to have more than 50 bullets.
Adding another filter would not be hard, but would need another screenshot if you want.

@“JR 01” Again, Thank You for the massive help, but another problem has come to light. So, I want to make it so you can use the rifle like with the gun: while crouching, running, and mid-air. But shooting in mid-air, or while jumping, is having its problems. In the “Rifle ammo” bundle, I have tried to add an animation for the jump and shoot, but I have run into some problems: The animation wont stop.

Though i hope you lock at it and see for yourself, I have set it like how I set up my shoot in the air with my pistol version, (Jump and Q), but there is one difference between the 2 - The rifle shoots continuously. This is the most important feature of the rifle, or it would just be like the pistol, so that needs to stay. if you could help me with that, I would really appreciate it. :slight_smile:

Also most of the stuff you did not understand was becuase for some reason whatever number I had, it would say the number it was but act like the number -1, for example it said 10 but actually acted as 9, so I used an expression and other things for it to show the correct number, but your code fixed that. Thanks!

You cant use several animations with the set up I used.

Instead move the ground shoot animation with the air shoot and try this with some other changes:<img 2020.06.28-12.12

Changes:

  • Raycast set to the floor with angle of 90 and range of 32.
  • Change the Z delay to 0 (not the Z with the ammo control).
  • Use a NOR gate since the Z has 0 delay.
  • Set both animations with a loop and a priority of 12.

@“JR 01” I followed and completed the code but I am still having problems. I actually think the jump shoot works, but that does not go for the other animations. Does it work for you?

The wiring is in-correct.
Here’s the error with the NOR gate: (cut the orange and add the green)
edit111

Here are the Hit and Miss connections separately:
Hit:
2020.06.28-13.43

Miss:
2020.06.28-13.44

Every aspect of this worked except for one last problem - When you hold Z to shoot standing still, it does not end until you do another animation. Any way to finally complete this annoying animation complex @“JR 01” ?

Also thought I would add I made a crouch and shoot and I am going to do the same to the sword attack, I am going to make a sword attack while jumping and crouching, so hopefully it will go the same way the pistol went: easy.