We’re about to make a 2D sidescrolling beat-em-up platformer… and introduce a sudden problem that we want our OCs to solve… because that makes it interesting…
…and you want us to make our OCs… play roughhousing… on a beach?
We’re about to make a 2D sidescrolling beat-em-up platformer… and introduce a sudden problem that we want our OCs to solve… because that makes it interesting…
…and you want us to make our OCs… play roughhousing… on a beach?
I feel like this
Sentient Animating software - more story driven
Sentient characters - more fighting/gameplay driven
I have an idea you (the player) have to save our OCS cause they got Possessed! and are corrupt each one you save you unlock and can play as them to beat the story mode
Sure, that’s sort of a best-of-both-worlds thing
Imma go to bed now cya tmrw
Can’t we have both? I want to take advantage of both the story and the game-engine that Baron, pumpkinhead, and the other programmers are making…
I don’t think we necessarily need a Sentient animation software, but if we can integrate that with our OCs and TyroByte’s story (I think I now understood why mlgcoolguys_1 wants to change his name), we could make it more interesting and add more conflict. Plus all the other ideas won’t go to waste!
Some ideas we can drop out but hey, at least we used and executed most of them!
What if we make both a story mode and a pvp mode like the original ff?
That way we
A: get to use our story and ideas
And B: don’t have to completely rework the engine and stray too far from the og forum fighters
To quote TyroByte:
We have limitations that our programmers unfortunately experienced, and sometimes reworks from scratch are necessary to make things cleaner. I’m sorry but I don’t think I could agree with your idea.
so maybe you can only fight bots do missions and story mode
We should get the devs in on this tomorrow, i gotta sleep
I’ll just make a poll for our main Plot of the story and I will quote my original post for reference (and ease of access):
So far I think i have found 3 important details needed for the main plot:
- Basing of TyroByte’s story, at the start of the game our OCs are making a project
- There is a problem that broke our fictional software, SwiftStyle Animator, and that must be addressed; we have some ideas for it but I’m unsure which one all of us agree on
- The problem must fix the software
Now what I want to know is what the problem SHOULD be. We can mix and mash some ideas so that they can connect, but we all must agree on the cause of the software breaking.
So vote:
0 voters
All of these problems will involve our OCs fighting through a barrage of malware/attacks/viruses, whatever they are, and fixing the problem at the end, allowing the devs of SwiftStyle Animator to patch it! Just vote on which problem is the best in your opinions.
We’re still using TyroByte’s story, but I just wanted all of your opinions on what could be a good problem for our characters to tackle. If you all have a better idea, help yourself and post here
um, where do the character clips come from? (sorry it’s been a while, i was also working on something else simultaneously)
this is the code related to getting the character clips
the character clips are from another frame and their under the screen
the clone concept is from @Hamzah_Alani and I think the rest is from @Jovanny. I have little-to-no idea what it does. Can you two help pkhead out?
Yes, the player clips are on a different frame.
Jovanny helped turn this code into an easy to use function.
Here’s the code with some comments on the side:
/*
The first function will go to a frame, create a clone of an object,
set it to clone1, add it to the children array of the frame it wants
it to go to, then in that frame clones it to make clone2, then it
removes clone1 from the other frame, and removes the other object from the
array of the frame it was added to, keeping only clone2.
The second function will just return the frame with the most
children (or objects/ paths) in a specific layer.
*/
window.cloneClipHere = function(FromFrame, ToLayer, childIndex) { // First function
let clone2 = null;
let cDel = null;
let toFrame = project.timeline.getChildren('Layer')[ToLayer-1].activeFrame; // Refer to the active frame of the layer where the clone should go to
let clone1 = FromFrame._children[childIndex].clone(); // Set clone1 to the clone of the wanted object
toFrame.addChild(clone1); // Add the object to the frame
clone2 = toFrame._children[toFrame._children.length-1].clone(); // Set clone2 to a clone of that object (found at the end of the children array)
cDelFromFrame = FromFrame._children[FromFrame._children.length-1]; // Set cDelFromFrame to clone1
FromFrame.removeClip(cDelFromFrame); // Remove clone1 that we made from that frame
cDelToFrame = toFrame._children[toFrame._children.length-2]; // Here we subtract by 2, because subtracting by one would set it to clone2. This refers to the child added in line 6
toFrame.removeClip(cDelToFrame); // Remove it
return clone2; // Keep and return clone 2
};
window.getFrameWithMoreClips = function(FromLayer) { // Start of another function
let frameArray = project.timeline.getChildren('Layer')[FromLayer-1].frames; // Set frameArray to an array of all the frames on the wanted layer
let maxFrame = null; // Let the maxFrame equal to null
let maxCount = 0; // Let the maxCount equal zero
for (let frame of frameArray) {
if(maxFrame === null) { // If maxFrame is null (which it is by default)
maxFrame = frame; // By default, let the first frame it encounters the maxFrame
maxCount = frame._children.length; // Set the count to the number of children in that frame
}else {
if(frame._children.length > maxCount) { // If the frame has more children than the maximum count
maxCount = frame._children.length; // Set the maximum to that frames total children
maxFrame = frame; // Set the maximum frame to that frame
}
}
}
return maxFrame; // Returned the frame with the most children in that layer
};
-_-
-o-/ * yarwn *
Time to undo days of work and speculation with part 2
revamped it
My Project3-25-2021_9-04-27.html (2.2 MB)
My Project3-25-2021_9-04-21.wick (108.0 KB)
(it’s also interactive!)
(info you need to know but can’t tell right know, will tell later in story.background info the glitch, he came from the same world as the main character, the main character is a advanced game maker and the glitch was a mini ai that was corrupted when he was trashed. After coming back from the trash he came back forrevenge. After a long fight between creator and creation, he (yes,he’s a he) Walks up to you slowly and talks for a way before he hangs you over the information highway, wanting to make you lost in all the 1s and 0s. But before he does he removes all your memories, just as an extra measure.
After you fall into the information highway you are tossed and turned but due to pure luck you are thrown into (insert forum name here) and meet baron where the story begains)
“STOP” Pumpkinhead yells. he rushes over,
“That asset library is INCREDIBLILTY CORRUPTED, and i don’t even know how its even possible!” Tryo says, clearly annoyed
sounds of cracking
“oh good lord its breaking” H.A says
the screen moves to the asset library
cracking and breaking intenencisifes, leaking a corrupting purple
asset library breaks
its (insert name of glitch here, for now his temporary name is Philliment)
Philliment: “my my my what a Beautiful little page you guys have here, shame its going down in my hands >:)”
Pumpkinhead angrily yells " well hec no, we aren’t having any of that >:("
philliment: “aw, an OC i haven’t seen one in a while, ā̸͉͊ͅl̵̫͂͋͘ẅ̶͕͍̠͙̠́a̴͕͈̥̿͊͐̈́͘͝ỳ̴̧́̂̓s̵̖̭͒͒͠ ̶̧̭͚̈͌́̕͜s̴̝͇͊̓̀ö̶͚̜͋̉ͅ ̶̢̣̥́̕͜͠͝f̶͎̦̯̳͒̀ṳ̶̡͖͉̳̅̇͌͝ṅ̸͔͋̔͆̐͑ ̷̘̅̀t̷̛̻̲̤̝͚̪͊̿̍̏̃ỏ̶͓̙̓ ̵͚̇̈́c̴̮̪̳͒͋o̵͚̲͓͍͂̿̉̿̀͝r̷͇̫̹̔̑̄ŗ̸͚̞̳͐̀̉̉ù̴͔͕̅͌̒́p̴͇̫̍̏͘ț̸̈̚ ̸̛̣̘̘̈́͠ͅa̷̗̒̀̈̍̚n̵͈̈́d̴̪̤̟̬͈̉͐͊̂ ̵̝̣͉̱͋͐̐̋̉̌c̵̡̡̣͔̳̔̈̍o̷̖̹͇̾͐̏̓͘͠n̷̰̳̪̪͈̟̈t̸̨͇̩͔͂̕̕͜͠r̷͓̓͗̚ȯ̵͉̫̳̐͊͜͠l̴̺̪̤̼͍̄̾̚”
long pause
“wat” pkhead says
philliment grabs (someone) and corrupts him/her
that person: “AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHH”
I have an idea you (the player) have to save our OCS cause they got Possessed! and are corrupt each one you save you unlock and can play as them to beat the story mode
oh cool! this follows my idea of the Oc’s Getting Corrupt and you having to fight them