TheBlueEcho wrote:How are you handling deployment/sharing of user created content? See you are using XML's which I think is good, but what about any images or music associated with user made players, bosses, bullets and scenarios? Will they have to be packaged with the user content or pre-installed on the users copy of SHMUpy? If not eather of these, how else?
TBE wrote:I'll try not to bombard you with too many questions at this early of a stage, but alas just two more if you could bare with me. ; D
TBE wrote:What kind of properties would you like or could imagine including for parts and playercrafts? (Besides what you generally listed -- those are categories)
TBE wrote:In fraxy, Bosses do have some control over the player, but can't do things like change the game mode, or playership type and weapons (but you could fake player weapons). Would you allow bosses to override settings and configurations, or would you leave that to scenarios?
Okay, I will ask questions when I can and when I come up with some.Garoslaw wrote:That's fine, for me feedback is crucial. I tend to put a lot of thought when people ask me questions. Besides, I don't have much to do lately.
Well, yeah you did, but I guess I was more asking about what would you be able to do under each of those properties, and how would they interact with the event editor.Garoslaw wrote:I want to make it so that both parts and player crafts could have their own hit-box defined, either by a figure, or the shape of the sprite basing on threshold.
I don't exactly know if I understood you well on that regard though.
I agree with the variables. They could be local to the part, local to the boss (so that all parts can ref), or global to the system. Naming them would also be useful, and a method of tracking them, like a list that has the name, value, and part.Garoslaw wrote:I always liked the fact that the editor offered fairly low abstraction and didn't limit itself to just making enemies. It's true however that they couldn't do everything.
My plan for FreePlay in SHMUpy is that players would be able to play things others have made in a preset environment, while in Scenario, you could do everything from scratch, thus making an actual full game with the provided engine.
I also thought of letting the enemies have their own, custom defined variables, instead of just being limited to 4 local variables and 8 global ones.
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