KILLER WOLF'S PROFILE
Killer Wolf
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When you're bound by your own convictions, a discipline can be your addiction.
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What are you thinking about right now?
What are you jamming to?
What are you thinking about right now?
Saw a car today with chrome skulls on the back, a black and flame paint job, pitch black tint, sporting a vanity plate reading Death 1. It was a mustang. So, apparently I'm sharing the roadway with one of the four horsemen. Due to an emergency I needed to be someplace in a hurry. I don't think he was happy with my moving to pass him, but I wasn't about to get boxed in behind anything slower, so I coaxed my little economy car into leaving the dread 'stang in the dust on the interstate. You know the old legend about how when Death comes for you, you can challenge him to a game for your life? After this, I'm totally thinking Street race.
The Screenshot Topic Returns

Shrank this down because it's kind of bland to be so big. It shows off the transparent wall type for the forcefields (which was a major pain to get working correctly), the new muted gray console/system set for when the player isn't in immediate danger, and what is sort of a progress meter on the right.
You requires items, usually keycards, to advance through the levels. I figure three required items per dungeon level, with five levels. That way the player gets visual feedback about how far along they are in a given floor, and level. Theoretically.
Bullets
From past experience with abs shooting projects, I came up with this solution:
I handle the input and any animation control for the main character in a common event. I also do the placement and activation of the bullets via a common event that turns on the switch for each individual bullet as called for.
This lets me use my shooting system on multiple maps. The only events I have to copy over are my player bullets.
In my experiments, as long as you have the bullets set to update their x and y in parallel as they move, you can handle your collision detection in a separate event. That way you have the entire system running with a total of two non-projectile parallel events, which you can separate with a 0.0 wait command.
In the past I used hit detectors in each bullet's parallel routine, but with a lot on screen, they tended to cause slowdown or bottle necking. With the single hit check event, you can still handle multiple targets. I can handle ten flawlessly. Fifteen and twenty are doable, but you will start to get some delay due to the computation.
I set up a test event that fired 1000 bullets at a series of targets and tested for hits. With fifteen targets active, accuracy fell from 100% to 97%. At twenty active targets, accuracy fell again to around 92/93%. I was down below 89% with twenty five targets, and the system seems to get downright glitchy with 30+.
Theoretically, you could duplicate the system and stagger it in multiple parallel events with 0.0 waits to handle as many possible targets as you want in groups of ten, but I'm not sure it is worth it to push it. Ten enemies within range at a time should be enough.
You could add in duplicate "dead body" versions for the enemies that get placed by an event every time an active enemy is "killed." That way you get the illusion of dropping the target and having a "new" enemy spawn. You can fade the old corpses out over time, reducing the total number of redundant dead body sprites you'll need.
Between player and enemy projectiles, as well as decals and dead body stand ins, you might end up with a good portion of your screen covered in events. I use an event at the start of the map to move all of these to 0,0 or some location the player can't see/step on, and I make sure to return any projectile that finishes its track to those coordinates to keep them from causing accidental hits when an enemy walks over the position the stopped at.
I handle the input and any animation control for the main character in a common event. I also do the placement and activation of the bullets via a common event that turns on the switch for each individual bullet as called for.
This lets me use my shooting system on multiple maps. The only events I have to copy over are my player bullets.
In my experiments, as long as you have the bullets set to update their x and y in parallel as they move, you can handle your collision detection in a separate event. That way you have the entire system running with a total of two non-projectile parallel events, which you can separate with a 0.0 wait command.
In the past I used hit detectors in each bullet's parallel routine, but with a lot on screen, they tended to cause slowdown or bottle necking. With the single hit check event, you can still handle multiple targets. I can handle ten flawlessly. Fifteen and twenty are doable, but you will start to get some delay due to the computation.
I set up a test event that fired 1000 bullets at a series of targets and tested for hits. With fifteen targets active, accuracy fell from 100% to 97%. At twenty active targets, accuracy fell again to around 92/93%. I was down below 89% with twenty five targets, and the system seems to get downright glitchy with 30+.
Theoretically, you could duplicate the system and stagger it in multiple parallel events with 0.0 waits to handle as many possible targets as you want in groups of ten, but I'm not sure it is worth it to push it. Ten enemies within range at a time should be enough.
You could add in duplicate "dead body" versions for the enemies that get placed by an event every time an active enemy is "killed." That way you get the illusion of dropping the target and having a "new" enemy spawn. You can fade the old corpses out over time, reducing the total number of redundant dead body sprites you'll need.
Between player and enemy projectiles, as well as decals and dead body stand ins, you might end up with a good portion of your screen covered in events. I use an event at the start of the map to move all of these to 0,0 or some location the player can't see/step on, and I make sure to return any projectile that finishes its track to those coordinates to keep them from causing accidental hits when an enemy walks over the position the stopped at.
Bullets
Some things to keep in mind:
For your bullet sprites, are you using below hero, same level as hero, or above hero? If you want to have low cover that you can shoot over, but enemies can't pass, you could use above or below for the bullets, and put the cover in with Same Level as Hero.
If enemies can fire projectiles back, will they be on the same layer (above, below, same) as the player bullets or a different one? Will the player be able to shoot enemy projectiles out of the air/will enemy and player projectiles stall if they run into each other?
How many duplicates will you have for the bullet event? In larger maps, the bullet may not have traveled its full distance before the player fires again. I usually end up with a total of eight possible player bullets at a given time, and cycle them as needed on creation. This comes in handy if you're going for weapons with a high rate of fire later.
For your bullet sprites, are you using below hero, same level as hero, or above hero? If you want to have low cover that you can shoot over, but enemies can't pass, you could use above or below for the bullets, and put the cover in with Same Level as Hero.
If enemies can fire projectiles back, will they be on the same layer (above, below, same) as the player bullets or a different one? Will the player be able to shoot enemy projectiles out of the air/will enemy and player projectiles stall if they run into each other?
How many duplicates will you have for the bullet event? In larger maps, the bullet may not have traveled its full distance before the player fires again. I usually end up with a total of eight possible player bullets at a given time, and cycle them as needed on creation. This comes in handy if you're going for weapons with a high rate of fire later.
What Videogames Are You Playing Right Now?
Secret content: How hidden is too hidden?
I always try to point towards them within the game. I don't like playing games where you HAVE to read a guide, or display extreme clairvoyance, just to locate a special spear or something.
In Breach:Awakening, feral demon types can point out hidden things to the player if they are in the party at the time, while certain other types can detect energy convergence points (which can be powered up to let the player fight mini-boss level encounters with rare gear and summons as the rewards), etc.
In Breach:Awakening, feral demon types can point out hidden things to the player if they are in the party at the time, while certain other types can detect energy convergence points (which can be powered up to let the player fight mini-boss level encounters with rare gear and summons as the rewards), etc.
trapped.png
The trapped spirits in the game will give the player helpful information in exchange for favors, some of which may run into fairly grim territory... but not quite THAT grim, you big necrophiliac! =)
I posted this as kind of a testament to personal victory. Until I sorted out a major issue, the actor and object picture layers would move around randomly between dialog boxes. This was the first one I got to stand still.
I posted this as kind of a testament to personal victory. Until I sorted out a major issue, the actor and object picture layers would move around randomly between dialog boxes. This was the first one I got to stand still.
Barricade The Dead
No, I haven't made it to the boss yet. I messed around with it a little more this evening and got further, but not far enough.
A question about bleeding out. It seems like if I build a barricade fast enough after getting hit, my health regenerates. If I don't have any place nearby the build a barricade, I seem to just die out, even without anyone else hitting me. Not sure if that is intentional or not.
I almost always stick a strafe option in my ABS shooters, but I'm not sure if that would be a good idea for this as it usually drains a lot of the difficulty out of keeping away from the target and blasting them to bits.
A question about bleeding out. It seems like if I build a barricade fast enough after getting hit, my health regenerates. If I don't have any place nearby the build a barricade, I seem to just die out, even without anyone else hitting me. Not sure if that is intentional or not.
I almost always stick a strafe option in my ABS shooters, but I'm not sure if that would be a good idea for this as it usually drains a lot of the difficulty out of keeping away from the target and blasting them to bits.













