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Date Posted: 12:29:15 11/14/05 Mon
Author: SomeNick
Subject: Re: HeliFighter Game UPDATE!
In reply to: SiLvErShOt 's message, "Re: HeliFighter Game UPDATE!" on 23:18:40 11/13/05 Sun


I don't know what tool you are using to make this game. But if it script based (like a programming language), you could initialize the rocket variable like this:

rocket = 20; (Or wathever the syntax)

And to decrease a rocket:

rocket = rocket - 1;

That is, the variable will be equal to itself minus one. It will work this way. Once you have no more rockets, no more firing them. For example, if FireRocket(); is a function to fire them, suppose:


if(rockets > 0) {
FireRocket();
}

That means that it will only fire the rockets for as long as the variable is greater than zero. Again, I am not familiar with the tool you are using, but if it is like a programming language, the algorithmic principles is still the same. Hope this helps.

The wingmen could be told to fly left to right randomly and fire ahead, or to stay near leader, or to either go totally left or totally right. They could fire whenever the main player fires, or randomly on their own. You decide which approach fits best. However, make sure to keep lives variables separated. It would be totally un-cool for the leader to lose integrity if a wingmen gets hit. Wingmen are more like accesories. If you can achieve this, and make a few different missions, you will have made a Wing Commander equivalent but in 2D. All the better if you can add some pictures or something between levels as transition. As you can see, the possibilities are unlimited, and a good deal of them don't even require any special hard work or radical changes.

I hope that what I told you here is of any use. Heh.

-SomeNick




>Alright, thanks for clarifyin that! I was thinking
>about what features to add, and I had the Wingmen idea
>in the very back of my head, and I forgot about it up
>until now. I can try with them. As for the rockets, I
>never even thought about that. That actually wouldn't
>be that hard, bt nifty nonetheless.
>
>Let's say you start with 20 rockets. The
>variable/value rocket would be at 20. Then, to fire a
>rocket, I would add an action that says- When (key) is
>pressed, set variabe/value rocket relative to -1.
>
>The wingmen would be harder, but I'm sure I could do
>something basic, ya know?
>
>Thanks for the ideas and clarification.
>
>~SiLvErShOt
>
>P.S. SomeNick, I'm also adding the information you
>want in the Version History/program info. Same with
>the SHI and E96 stuff.
>>Cool stuff

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