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HATPC Reborn Dev
Age: 30 Karma: 200 Posts: 491 Gender: Male Location: droidfreak36.com pm | email
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Enemigos is Spanish for enemies. And it's a fun word.
Play HATPCR Alpha 0.3.0: http://droidfreak36.com/HATPC/0_3_0/
The Video Changelog Strikes Back: https://youtu.be/NecTAgy5Bww
Full changelog:
* Enemies!
* Enemies now collide with each other. If they collide traveling in opposite direction, both will turn around. If they're going the same direction, the faster one will slow down to match the speed of the slower one until they hit a wall.
* Enemy AI now considers secret area tiles to be terrain, but enemy physics does not. So enemies will not willingly walk into secret areas but will willingly walk over (and fall into) them.
* Enemy AI will not willingly walk/fly into wooden crates, but if they bump into one (while falling), they'll break it.
* Enemy 4 (the ghost) is now actually a ghost. It passes through other enemies and through all tiles except for terrain (and secret area, which its AI considers to be terrain).
* Enemies will always face right when they spawn by default. To spawn them facing left, use the numbers 6-9 and 0 instead of 1-5 to spawn the reversed variant (add 5 mod 10 to each enemy number to get the reversed variant). To preserve the RNG behavior of the original HATPC, add the line "$rng()" to the end of your level file and all enemies will spawn facing a random direction.
* Background 2! You activate it by replacing the "background 1" line in the level file with "background 2". It's a brighter, above-ground background designed for the first level of the HATPCR campaign and created by a friend of mine.
* RIP stairs.
* You can now replay or share a level series after completing it rather than just replaying or sharing the last level.
* Fixed the appearance of the death counter when the game is paused.
* If multiple Hannahs die at the same time, it now only counts as one death.
* Fixed a bug preventing Neopets usernames containing K from being entered (RIP droidfreaK)
Quote: Rictory for Ralkyon!
HATPC Reborn home page | | krotomo |
The Shepherd
Age: 23 Karma: 249 Posts: 4066 Gender: Male Location: My chair pm | email
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The background 2 is nuts, it's going to be so fun making levels that are in the mountains or on the coast instead of being restricted to caves, and the background itself looks great.
Enemy 4 being a ghost and passing through enemies/metal crates is a really nice touch as well. | | aych bee |
when i am king
Age: 104 Karma: 147 Posts: 1002 Gender: Female Location: you will be first against the wall pm | email
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El enemigo de mi enemigo es mi amigo
| | jebby |
Interguild Founder
Age: 32 Karma: 233 Posts: 968 Gender: Male Location: United Kingdom pm | email
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I really like the updates to the enemy physics, particularly giving them the ability to activate traps. The lighter background also completely changes the mood of the cave.
Given that two pairs of enemies are almost identical (aside from speed differences), could you perhaps make them more unique by implementing different behaviour for each one? This could allow creators to do more things with the enemies. For example, the monkey could fall off ledges, allowing creators to design levels where monkeys get "unlocked" and fall down on top of them (though admittedly you could do that with the existing enemies by destroying crates under their feet), perhaps chasing them down stairs.
In the spirit of pirate legends, it would awesome when you implement water to have a sea monster that follows you around. Or a land enemy that turns towards you when you land on its platform. I'm sure you could have all kinds of fun designing enemy AI. If you had an artist, you could have a barrel-wielding enemy that chases you and explodes.
Then again, if you want to stay fairly true to the original, you may want to avoid adding new art assets to the game and succumbing to scope creep. I'm sure it must be tempting to expand the game. | | DroidFreak36 |
HATPC Reborn Dev
Age: 30 Karma: 200 Posts: 491 Gender: Male Location: droidfreak36.com pm | email
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Quote: Given that two pairs of enemies are almost identical (aside from speed differences), could you perhaps make them more unique by implementing different behaviour for each one? This could allow creators to do more things with the enemies.
It's worth noting that speed isn't the only difference between enemies 1/2 and 3/5 - they also have differently sized hitboxes. Enemies 1 and 2 have a short hitbox (the same size as Hannah when crouching) while 3, 4, and 5 have a taller hitbox (the same size as Hannah when standing up). This means that enemies 1 and 2 will walk/fly into 1 block tall gaps while the others will not.
Quote: For example, the monkey could fall off ledges, allowing creators to design levels where monkeys get "unlocked" and fall down on top of them (though admittedly you could do that with the existing enemies by destroying crates under their feet), perhaps chasing them down stairs.
At the moment, you can make enemies walk off of ledges using secret area like I do in the video changelog. I don't think making an enemy type walk off of all edges is called for. I might make another block act like secret area in that respect to add some more options for map-makers. Maybe ladders? I'd probably make it so that enemies can walk through ladders but will also walk off of edges onto them.
As for ways to make the enemies more unique, a couple of ideas would be to make some enemies destructible or to make some enemies able to break crates/push boulders while walking. For the former it would be enemies 1 & 2, for the latter I think I'd actually pick enemies 1 and 5, since they're the slower enemies, and that would make them the "slow and strong" enemies.
Quote: In the spirit of pirate legends, it would awesome when you implement water to have a sea monster that follows you around. Or a land enemy that turns towards you when you land on its platform. I'm sure you could have all kinds of fun designing enemy AI. If you had an artist, you could have a barrel-wielding enemy that chases you and explodes.
Then again, if you want to stay fairly true to the original, you may want to avoid adding new art assets to the game and succumbing to scope creep. I'm sure it must be tempting to expand the game.
Adding new enemies would be a lot of fun, and I could make some fun AI for them, but I would like to avoid adding art assets unless I can make sure they'll fit in well with the original assets. And making enemies that follow you might not really be in the spirit of HATPC since in general everything follows predictable, pre-determined behavior.
Quote: Rictory for Ralkyon!
HATPC Reborn home page | | jebby |
Interguild Founder
Age: 32 Karma: 233 Posts: 968 Gender: Male Location: United Kingdom pm | email
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What about making enemies killable like in HATIC? | | DroidFreak36 |
HATPC Reborn Dev
Age: 30 Karma: 200 Posts: 491 Gender: Male Location: droidfreak36.com pm | email
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Great, now I have to go play HATIC for the first time in years. D:
...And it doesn't take me long to get ticked off by the floaty controls. Or more precisely, the floaty deceleration combined with instant acceleration. You tap an arrow key for one frame, and before you know it you're a couple of tiles away from where you started.
Anyways, I got far enough to determine that some enemies are killable by boulders and by Armin. I assume it's the boulder thing you're referring to? If I do make some enemies killable, it'd be by boulders, arrows, spikes, explosions, etc. Basically, anything that kills Hannah would also kill those enemies.
Quote: Rictory for Ralkyon!
HATPC Reborn home page | | jebby |
Interguild Founder
Age: 32 Karma: 233 Posts: 968 Gender: Male Location: United Kingdom pm | email
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Yep, in my mind, anything that kills Hannah should be able to kill enemies besides the ghost. I tried a couple of times to make levels that pit you against a single enemy, a kind of boss fight. The closest I could get was my level Predator. Being able to finish off the "boss" would have been a nice touch. | | Yaya |
Age: 28 Karma: 747 Posts: 5367 Location: Ohio (US) pm | email
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I guess this is oddly specific, but when Hannah is invincible, should she still be able to go through monsters, or should she collide with them? I was curious to see if Hannah would just run into them continually while inviniclble, but she just passes through them.
COMING SOON: A giant meteor. Please.
Give me +karma. Give me +karma. | | DroidFreak36 |
HATPC Reborn Dev
Age: 30 Karma: 200 Posts: 491 Gender: Male Location: droidfreak36.com pm | email
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At the moment, Hannahs don't collide with enemies and vice versa. They only collide with entities of their own class. Normally that's not an issue since Hannahs die on contact with enemies. I'm not sure how I would make enemies collide with an invincible Hannah. Would they turn around and go the other way like if they hit another enemy, or would they walk in place until the invincibility wore off?
Quote: Rictory for Ralkyon!
HATPC Reborn home page | | Yaya |
Age: 28 Karma: 747 Posts: 5367 Location: Ohio (US) pm | email
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I was thinking they're turn around and go the other way, BUT as you mentioned it's not a normal issue or anything, if it seems unnecessary or too difficult to bother with, then I understand
COMING SOON: A giant meteor. Please.
Give me +karma. Give me +karma. | | Yimmy |
Resident Goody two-shoes
Karma: 72 Posts: 1625 Location: Climbing In Your Windows pm | email
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Every time I played I noticed how you restarted really abruptly, and I finally realized what was missing.
pls i need the preview map
Interguild discord!! People use it!! | | |
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