Team Fortress 2 DS

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Team Fortress 2 DS

Postby Kazuki » January 19th, 2011, 3:34 am

Old thread in the DSGM 4.9 forum here.

Controls
DPad - left/right to move
A - Jump. The Scout(1st class) can double jump by pressing A while in the air.
B - Fire (currently only Soldier w/ rockets and Demoman w/ primary/secondary)
Y - Secondary Fire (Demoman: detonate stickybombs)
X - Reload
L - Change weapon backwards
R - Change weapon forwards
Touch Screen - Change class (must be in your team's base), health/reload testing

04-22-11
- Finally an update! Unfortunately, DSGM 5.12 broke my game quite a bit. I don't know if it was the change in object enumeration or what, but even after changing my code to work with the new enumeration style the game was incredibly glitchy when "played." You'll still be able to look at the code and everything of course, but you won't be able to compile. =\ I'm still trudging along in DSGM 5.11 though!
- Still working on the first map (Sawmill) and I'm still trying to get a handle of map collisions and stuff.
- - May have to mess around with multiple backgrounds since mine uses too many tiles or something.
- - Pretty much finished the first house area on the blue side. You can use the box to jump on the roof.
- - Tentative layout plan: http://i.imgur.com/Pwmca.png
- Added health/ammo kit objects for testing regaining health/ammo.
- - Small = +20.5% of max refilled; Medium = +50% of max refilled; Large = refilled completely
- - Can test health/ammo pickups by using the faces and plus/minus sprites on the lower screen.
* Still have no idea on a way to handle non-projectile weapons.

01-25-11
- Switched the functions of the X and Y buttons. Let me know if you liked it better the other way around!
- Blu team can no longer go into Red's base and vice-versa.
- Swapped positions of Blu and Red bases to make it more intuitive since Blu team attacks in attack/defend game types and heading to the right is usually associated with moving forward in a side-scrolling game.
- Started working on an actual map. If anyone's played Team Fortress 2 before, the map will be Sawmill.
* I still have no idea how I am going to code in collisions with platforms and stuff without having to hard-code them in. Any ideas?
* I also need advice on how best to implement shooting with the non-projectile weapons. Should I just use a sprite? Is there any trickery I can do with drawing pixels? I have no clue. :c

01-22-11
- Clip and ammo values now on the bottom right.
- Demoman (4th class) can now fire his primary weapon (grenade launcher) .
- Demoman can also fire his secondary weapon (stickybomb launcher).
- - Only 8 stickies can be out at once. Y button 'detonates' them. (They're only deleted currently.)
- Added reloading and reload sound effects for all classes. Press X to reload.
- Plus/minus buttons on touch screen now increase/decrease the ammo in your clip for reloading tests.
- Up and Down changes amount of metal or cloak if you are an Engineer (6th) or Spy (9th) (for testing).

01-18-11
Changed the 'gameplay' from a horizontal scroller with depth back to just a flat horizontal scroller. Having to deal with jump position, whether or not you're in front of or behind objects, etc. using pseudo-3D in a 2D space was ridiculous and I'm not going to deal with that at all. :3

Health is displayed and you can now choose your team when starting the game (either by stylus or pressing the Y/B/A buttons). If you want to change classes you have to be inside your team's 'base' for it to change.

The four buttons on the right of the bottom screen are for testing. The faces increase/decrease health by 50 at once and the +/- buttons increase or decrease your health as you hold the stylus on them.

Only one class can fire right now and it's the Soldier (guy with rocket launcher; first row, middle column). Currently the rocket only just moves until it hits the edge of the room and deletes itself.
Attachments
04-22-11 Team Fortress 2 DS.nds
(3.09 MiB) Downloaded 332 times
04-22-11 Team Fortress 2 DS.dsgm
Will *NOT* work in DSGM 5.12 or later
(3.68 MiB) Downloaded 170 times
Last edited by Kazuki on April 23rd, 2011, 3:21 am, edited 9 times in total.
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Re: Team Fortress 2 DS

Postby SM152 » January 19th, 2011, 4:46 am

well I see a lot of potential with this game... If it had nifi that would be EPIC!! Keep working on this, I like it.
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Re: Team Fortress 2 DS

Postby pichubolt090 » January 21st, 2011, 10:09 pm

This looks really, REALLY nice. I'd love to see more.
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Re: Team Fortress 2 DS

Postby Nirraic » January 22nd, 2011, 3:27 am

Kazuki wrote:Old thread in the DSGM 4.9 forum here.

Controls
DPad - left/right to move
A - Jump
B - Fire (currently only Soldier with Rocket Launcher out)
Touch Screen - Change class (must be in your team's base), health testing

01-18-11
Changed the 'gameplay' from a horizontal scroller with depth back to just a flat horizontal scroller. Having to deal with jump position, whether or not you're in front of or behind objects, etc. using pseudo-3D in a 2D space was ridiculous and I'm not going to deal with that at all. :3

Health is displayed and you can now choose your team when starting the game (either by stylus or pressing the Y/B/A buttons). If you want to change classes you have to be inside your team's 'base' for it to change.

The four buttons on the right of the bottom screen are for testing. The faces increase/decrease health by 50 at once and the +/- buttons increase or decrease your health as you hold the stylus on them.

Only one class can fire right now and it's the Soldier (guy with rocket launcher; first row, middle column). Currently the rocket only just moves until it hits the edge of the room and deletes itself.


i preferred it when you had the side scrolling with depth, it made it look like it could be a hit, but now it just looks like it won't be much fun.
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Re: Team Fortress 2 DS

Postby Kazuki » January 22nd, 2011, 3:37 am

Nirraic wrote:i preferred it when you had the side scrolling with depth, it made it look like it could be a hit, but now it just looks like it won't be much fun.


Yeah, but a big problem with that is that I would have to keep to manually keep track of the depth and height for every single projectile and object. It just doesn't really seem feasible at this time. However, I still have my DSGM 4.9 code which has the old-style scroller with depth, so maybe one day I can figure out how to make things work using 4.9.
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Re: Team Fortress 2 DS

Postby Nirraic » January 22nd, 2011, 3:58 am

sweet, i hope you do figure out how to do it soon.
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Re: Team Fortress 2 DS

Postby Kazuki » January 22nd, 2011, 6:28 am

New update in first post.
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Re: Team Fortress 2 DS

Postby Elspongie » January 22nd, 2011, 5:12 pm

There's a glitch, when you jump at the wall, you can double-jump.
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Re: Team Fortress 2 DS

Postby Kazuki » January 22nd, 2011, 5:16 pm

If you're the Scout (the first class) you can double jump~ Sorry, I forgot to put it in the first post. xD

Unless you were actually another class and you were still able to do it... ">.>
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Re: Team Fortress 2 DS

Postby pichubolt090 » January 22nd, 2011, 10:00 pm

Depth scrolling backgrounds aren't that hard, I think. You just put a background behind the normal BG (eg, layer 3) and make it scroll a bit slower.
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Re: Team Fortress 2 DS

Postby Kazuki » January 22nd, 2011, 10:23 pm

That's not it~ In the version from the DSGM4.9 thread you can move the player further into the background by pressing the Up button and bring it closer by pressing the Down button. The thing is, I showed depth by moving the sprite up and down. In the old game, my y axis was my 'depth', the x axis was the same, and then I had a height variable. Both the y (depth) and height variables were modifying the sprite's y-coordinate. I was using variables to keep track of where the player actually was instead of just using the sprite's coordinates in the room.

I uploaded the last version of what I had in DSGM4.9, because it's easier to see once you're able to move around in it for a bit~ The problem was that I was simulating 3D in a 2D space and it was causing problems. :'( Since sprites/objects only have an x and a y (up/down, not the depth one I was using it as) I would have to manually keep track of every single object's position in order to properly do collisions and stuff.
Attachments
TF2DS DSGM4.nds
(2.01 MiB) Downloaded 144 times
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Re: Team Fortress 2 DS

Postby hexary » January 23rd, 2011, 4:09 am

Image

There's a TF2 Font for you.
:3
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Re: Team Fortress 2 DS

Postby Thungbard » January 23rd, 2011, 5:53 am

That font file is extremely difficult to distinguish characters, I'd suggest sticking to a font that's easier to read.
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Re: Team Fortress 2 DS

Postby CZ Games » January 23rd, 2011, 8:38 am

SM152 wrote:well I see a lot of potential with this game... If it had nifi that would be EPIC!! Keep working on this, I like it.

pichubolt090 wrote:This looks really, REALLY nice. I'd love to see more.

Nirraic wrote:i preferred it when you had the side scrolling with depth, it made it look like it could be a hit, but now it just looks like it won't be much fun.


I agree on all of those. I REALLY REALLY hope this gets finished.

And, for a bug i found, if you change character and move at same time then you start sliding without an animation.
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Re: Team Fortress 2 DS

Postby Kazuki » January 23rd, 2011, 9:14 am

CZ Games wrote:And, for a bug i found, if you change character and move at same time then you start sliding without an animation.


Thanks! Fixed~
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Re: Team Fortress 2 DS

Postby Kazuki » January 25th, 2011, 2:47 pm

Updated a little bit. I may not be around much in the coming weeks due to college being dumb. <:3
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Re: Team Fortress 2 DS

Postby Kazuki » April 23rd, 2011, 3:23 am

*GASP* An update! It's not much, but it's something. Won't compile in DSGM 5.12 or later though. Finals are next week and I may not have internet for a while when May comes around. :(
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Re: Team Fortress 2 DS

Postby hxc » July 4th, 2011, 9:31 am

Man, that's awesome!

I believe, only soldier and demoman have firing animations as of now?
FYI: game crashed on me once - reported insufficient memory error. Not idea what caused it though.
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