So development time determines quality across all cases? If you've been coding for years and you're still slow somebody help you.
We've actually been tweaking the engine for a few weeks now, but yeah I had the main engine done in no time with little work. I don't see how thats bad considering how quick and easy it is to code 20 lines. I was given an idea and I created it. I've been taking my time as to not get ahead of myself, and have had to break from it quite a bit since I often work at home after my normal job. After this week most or all of my work should be done so we're using February to really focus.
Here is a picture of the Always event that I have in my 20 event game's engine:
Right now it uses 8 events for platforming (since I was able to get the controls into the Always event), 1 for gunfire, 1 for weapon switching, 1 for pickups, 1 for attacking enemies, 1 for destroying things, 1 Always event, and 2 for keystates. That's 16 if I counted correctly.
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
8th February, 2011 at 08:49:33 -
Sounds great Jon You should be able to put in the keystate events into the always and possibly the weapon switching too (depending on your system) if you need some more events. But it sounds like you've got it all planned out! Can't wait to play it.
I'm still undecided if I'm going to enter this year
Remember you can use teh default movements too. I remember there was once a Megaman engine being created for the first 20 event competition that looked like that; it used the default platform movement on a separate object, and added the offsets in its position to the player, which made it require 0 events for keystates. Basically, it was a fully functional megaman engine in two events (one was jumping) and no extensions
Have you even been far as decided to use even go want to do look more like?
Originally Posted by Jacob! Remember you can use teh default movements too. I remember there was once a Megaman engine being created for the first 20 event competition that looked like that; it used the default platform movement on a separate object, and added the offsets in its position to the player, which made it require 0 events for keystates. Basically, it was a fully functional megaman engine in two events (one was jumping) and no extensions
Yes, but then I don't have customizabke controls, jetpacks, or wall jumping.
Originally Posted by Jacob! Remember you can use teh default movements too. I remember there was once a Megaman engine being created for the first 20 event competition that looked like that; it used the default platform movement on a separate object, and added the offsets in its position to the player, which made it require 0 events for keystates. Basically, it was a fully functional megaman engine in two events (one was jumping) and no extensions
That is a good point, but i bet it would play crap after about 10 mins of seeing what else the game has to offer. I am not saying a great game could never use the default movements, i'm saying that the defaults are generally crap!