Ambrosia Garden Archive
    • Force field trigger


      How did they do that?

      I notice that there are some triggers of strength "Force Field" that can be overcome, very slowly, by ship 1 and 2. But others cannot be so overcome, you need ship 3. How is this done? How does one fine tune the strength of the force field?

    • You don't fine tune it, per se. You only have regular force fields (which can only be overcome by ship III), and super force fields. However, what is possible to do is combine two fields in opposite directions to create different force values: according to experimentation, the pushing power ratio between the super and non-super force field is 3/5, so by opposing a super force field with a regular force field, you get something that's 2/3 of the strenght of a regular one, and that can be overcome by ship 1 and 2, albeit slowly. Hope that helps.

    • Indeed, forcefields is a particular interesting area to dabble in when SKF editing. Using the method described by ZP you can create currents of water, super powerful ejection devices and even trigger trap doors that allow you to enter from a specific direction once but won't allow you to pass it a second time.

      In fact, not long ago I released a demonstration map proposing the concept of scripted Forcefields. (you can find it easily in the Junk Trunk topic) While it only displays two simple methods it proposes many more options to the experimental SKF editor. Hehe. 😉

    • Yes! It did. Thanks! I actually tried a layered approach before my post, but it did not work. I must have done it wrong.

      What I am attempting is to make a "vertical" map, with terrain below and sky above, and the player has to deal with gravity. I am posting my test map, not much of a game but it shows what I am thinking of. At least you get to practice shooting while flying upside down.

      Now I am having trouble with snow. I used the "snow" sprite, the one for heat spots, but colored it blue ( cold particles). But when I animate it with "ClimateParticles" the color changes to red. Any way to keep the animation AND my new color?

    • Yes, but it's not quite as easy as it really should be, though there are reasons behind it. Make two identical snow sprites on top of eachother, set one to layer ten and Climate Particles Script, named, say, ClimatePart1 and the other to layer 4, not solid, the color you want it to be, named ClimatePart1.color and not scripted. This will give you one invisible set that will actually damage, and one visible that makes it look blue.

      Edit: As i don't really think i made much sense there, here's an example map.

      This post has been edited by PiSketch : 26 July 2007 - 07:39 PM

    • I downloaded your map Pi and couldn't figure out why the red particles were still visible. It was only after a good 5 minutes that I realised I hadn't hidden layer 10. lol!

    • laugh I'm always confused by that as well... It'd be nice if the editor marked layer 10 sprites somehow witout you having to click on them...

      Oh, also, i forgot to change the name and creator and so on, so it's called Onepage in the list , made by Edwards. I made this off that map, duplicated and all-sprites-cleared.

    • @pisketch, on Jul 26 2007, 08:24 PM, said in Force field trigger:

      <...snip...>
      This will give you one invisible set that will actually damage, and one visible that makes it look blue.

      Just to be clear on this, the Layer-10 sprite does damage because it is of type Pickup, not because it uses the ENV: ClimateParticles AI (and you will need to explicitly set it to be of type Pickup if you want it to do damage, as that is not the default type for that sprite). Note that this trick will result in a few red particles popping into existence around the snow sprite every few seconds- there's nothing you can do about that other than try to hide them under a Layer-6 or so paper sprite.
      Also note that you can use a very similar trick to make Seed Pods some color other than black.

      @pisketch, on Jul 27 2007, 10:24 AM, said in Force field trigger:

      laugh I'm always confused by that as well... It'd be nice if the editor marked layer 10 sprites somehow witout you having to click on them...

      I've started setting Layer-10 sprites to about 50% transparency to show that they are supposed to be invisible.

      Edwards

    • @bart, on Jul 27 2007, 12:47 AM, said in Force field trigger:

      What I am attempting is to make a "vertical" map, with terrain below and sky above, and the player has to deal with gravity. I am posting my test map, not much of a game but it shows what I am thinking of. At least you get to practice shooting while flying upside down.

      At the very least, it is an interesting little challenge which had me relearn how to fly. 😉 I admit, I took all stars outside of the "snow", then I went straight at full speed in the corridor between the snow sprites, without having to exit (reminds me of a particularly difficult spot in TMNT for NES gah, I should stop thinking of old NES games). It is interesting as a concept too, though I don't quite see an entire level being that way, it would quickly be tiring, perhaps only for a section that's a few screen sizes (come up with whatever you want to explain that little local gravitational oddity, like there's a failure here in the antigravity field or whatever )

    • @zacha-pedro, on Aug 5 2007, 12:49 PM, said in Force field trigger:

      (come up with whatever you want to explain that little local gravitational oddity, like there's a failure here in the antigravity field or whatever )

      Or, for some reason, you're being forced to maneuver in a wind tunnel, or some equivalent– the top-down graphics don't seem to lend themselves very well to having "gravity".

      Anyway, that's a fun little mini-game. I haven't managed to complete it (I kept crashing into the ground), but that seems like it could be quite fun as a side-quest in a larger level– it would be nice to have mini-games like this and Shooting Gallery guarding some weapon upgrades, rather than just bosses.

      Edwards