I
iKiwed
Guest
Hello! I'm new here. Before to post this topic I read both guidelines. I hope it's the right section, otherwise my apologies. I'm not a programmer, even if I know the basis. I'm more into giving ideas and making illustrations. This is why I use both GML and DnD, and I try to "experiment" before to watch video tutorials.
My objective is to make a simple game with a similar gameplay as Mega Man Battle Network.
The gameplay consists of a board with two grids 3X3 occupied by the player and the enemy.
Before to even think about shooting and enemies, I need to overpass my very first issue: Moving the character.
In Battle Network the player can "teleport" the character on their 3X3 grid (which means 9 platforms).
If, for example, the player is in the middle of the grid and press left, the player is automatically to the middle-left platform, without moving/slide animations whatsoever. Keep pressing the button in whatever direction won't automatically teleport the player to a farest platform, which means the player is forced by the gameplay to press the button again if they want to go to the other side of the grid.
I've been thinking of some ideas:
1) Jump the player to specific coordinates.
In my game the idea is to include the slide "animation" where the player moves from a platform to another.
In terms of gameplay nothing big changes, except I can't literally jump/teleport the player to a specific platform/coordinate. But even so, I don't like this idea because I'm not sure if it would work the same with a different screen or console platform. For example, even if it would work on my PC, I doubt it's the same on smartphone. So I need a smarter idea.
2) Collisions. Usually it's used everywhere, especially on 2D platforms, but I don't think it's the right choice.
Even if I would add collisions, I need to find a way to stop moving the player in the three top/middle/down centre platform. If I add a thin cross invisible collision point, the character must stop and then overpass the collision, which means the collision must be deleted, but when the character passed on another platform, the collision point must reappear. And I'm not sure if it's the right solution.
Not only that, but I also need to think of possible platform variables (in the future). In Mega Man Battle Network it's possible you have different platforms in your grid: They may be broken, with fire, Ice, etc. Even if I'm far from "finishing" the game, and I don't have much experience, so I don't want to worry about those platforms at the moment, but I must take note of these variables in the future, this is why I need a clearer and more adaptable idea, where the game automatically recognize the platform and understands if the player can pass on it or not. Collision isn't the right choice, imo.
4) Define the (object) obj_platform and the character. This is the current conclusion I have at the moment.
For example, the platform should have the acknowledge of its position between the 9 platforms because, let's say the player goes to the left, the leftmost platform must stop the player from going outside the grid. And if the player choose to press the left button for whatever reason, the character must stay on the centre of the platform instead of going to the border. Maybe it would be good to give a number to each platform or platform "area", for example.
The single platform in my game is 64x64, which means the character and/or the platform must recognize if they overlapped each other.
Again, I'm not a programmer. I know the basis like variables, if, switch,vectors, etc. But my vocabulary is still short. As first attempt, I just want to make this playable. graphically speaking isn't a problem, but it is for programming. So I ask you, wise members of the forum, your help and experience to find a way out of this.
Thank you very much.
(If you think it's too hard to make a game like this, I guess I could try something else, even if I don't know what.)
My objective is to make a simple game with a similar gameplay as Mega Man Battle Network.
The gameplay consists of a board with two grids 3X3 occupied by the player and the enemy.
Before to even think about shooting and enemies, I need to overpass my very first issue: Moving the character.
In Battle Network the player can "teleport" the character on their 3X3 grid (which means 9 platforms).
If, for example, the player is in the middle of the grid and press left, the player is automatically to the middle-left platform, without moving/slide animations whatsoever. Keep pressing the button in whatever direction won't automatically teleport the player to a farest platform, which means the player is forced by the gameplay to press the button again if they want to go to the other side of the grid.
I've been thinking of some ideas:
1) Jump the player to specific coordinates.
In my game the idea is to include the slide "animation" where the player moves from a platform to another.
In terms of gameplay nothing big changes, except I can't literally jump/teleport the player to a specific platform/coordinate. But even so, I don't like this idea because I'm not sure if it would work the same with a different screen or console platform. For example, even if it would work on my PC, I doubt it's the same on smartphone. So I need a smarter idea.
2) Collisions. Usually it's used everywhere, especially on 2D platforms, but I don't think it's the right choice.
Even if I would add collisions, I need to find a way to stop moving the player in the three top/middle/down centre platform. If I add a thin cross invisible collision point, the character must stop and then overpass the collision, which means the collision must be deleted, but when the character passed on another platform, the collision point must reappear. And I'm not sure if it's the right solution.
Not only that, but I also need to think of possible platform variables (in the future). In Mega Man Battle Network it's possible you have different platforms in your grid: They may be broken, with fire, Ice, etc. Even if I'm far from "finishing" the game, and I don't have much experience, so I don't want to worry about those platforms at the moment, but I must take note of these variables in the future, this is why I need a clearer and more adaptable idea, where the game automatically recognize the platform and understands if the player can pass on it or not. Collision isn't the right choice, imo.
4) Define the (object) obj_platform and the character. This is the current conclusion I have at the moment.
For example, the platform should have the acknowledge of its position between the 9 platforms because, let's say the player goes to the left, the leftmost platform must stop the player from going outside the grid. And if the player choose to press the left button for whatever reason, the character must stay on the centre of the platform instead of going to the border. Maybe it would be good to give a number to each platform or platform "area", for example.
The single platform in my game is 64x64, which means the character and/or the platform must recognize if they overlapped each other.
Again, I'm not a programmer. I know the basis like variables, if, switch,vectors, etc. But my vocabulary is still short. As first attempt, I just want to make this playable. graphically speaking isn't a problem, but it is for programming. So I ask you, wise members of the forum, your help and experience to find a way out of this.
Thank you very much.
(If you think it's too hard to make a game like this, I guess I could try something else, even if I don't know what.)