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Re: ELEM Game Project (Autumn has Fallen Update LIVE!)
Posted: Sat Nov 30, 2013 11:23 am
by Shrooblord
I'd use game engine physics to throw all the pieces in a random direction with gravity, as opposed to animating the death. But that would be me.
(Very easily done and looks more natural, if you will)
Re: ELEM Game Project (Autumn has Fallen Update LIVE!)
Posted: Sat Nov 30, 2013 11:32 am
by Bradandez
Adsolution wrote:Neat, how long ago was that?
May 2011. Also the month I came up with the idea of ELEM.
OldClassicGamer wrote:He looks really cool considering it was your first digital artwork of him.
Thanks!
Adsolution wrote:Hehe, you mean the total lack thereof? Try adding just one (going up, then down), and then you can use the motion curve tool to give them a gravity-like parabolic motion.
Oh Ad, you know me too well. I'll look into that. This was my 2nd attempt with Motion Tweens, the first was last year.
Shrooblord wrote:I'd use game engine physics to throw all the pieces in a random direction with gravity, as opposed to animating the death. But that would be me.
(Very easily done and looks more natural, if you will)
Huh, interesting!
Re: ELEM Game Project
Posted: Sat Nov 30, 2013 3:53 pm
by Shrooblord
Real simple-like, too. Here, I sketched this up in Game Maker for you as an example.
Just press R to restart the exploshhiaaaan
Re: ELEM Game Project
Posted: Sat Nov 30, 2013 9:22 pm
by Bradandez
Whoa! Way better than mine! Care to explain how to make it?
Re: ELEM Game Project
Posted: Sat Nov 30, 2013 11:28 pm
by OCG
Shrooblord wrote:Real simple-like, too. Here, I sketched this up in Game Maker for you as an example.
Just press R to restart the exploshhiaaaan
Looks amazing Shroobie.
Re: ELEM Game Project
Posted: Sun Dec 01, 2013 11:05 pm
by Bradandez
As the Autumn has Fallen update comes to an end, I like to thank each one of you for all the feedback. This month still hasn't been planned out but I'll think of something.
Re: ELEM Game Project
Posted: Mon Dec 02, 2013 2:40 am
by OCG
Can't wait for next update.
Re: ELEM Game Project
Posted: Tue Dec 03, 2013 8:33 am
by Bradandez
Teasing the new update... how much of you guys love a story?
Re: ELEM Game Project
Posted: Tue Dec 03, 2013 1:48 pm
by jurebj
I don't really know because of spoilers.
Re: ELEM Game Project
Posted: Thu Dec 05, 2013 9:24 am
by Bradandez
Well that's too bad!
Next Update: Story Time!
Re: ELEM Game Project
Posted: Thu Dec 05, 2013 10:06 am
by OCG
Hell yeah! I don't care for spoilers to be honest so even tell me ending if you want to

Re: ELEM Game Project
Posted: Fri Dec 06, 2013 5:00 am
by Bradandez
Well it will be distributed to certain member, so not everyone will get spoiled.
I have the stories for Totem Vista Village and Volcano Inferno Island already done.
Re: ELEM Game Project
Posted: Sun Dec 08, 2013 10:36 am
by Bradandez
The Aquatic Water World chapter is halfway complete.
Re: ELEM Game Project
Posted: Sun Dec 08, 2013 10:45 am
by OCG
Bradandez wrote:Well it will be distributed to certain member, so not everyone will get spoiled.
I have the stories for Totem Vista Village and Volcano Inferno Island already done.
Send me all spoliers in PM please

Re: ELEM Game Project
Posted: Mon Dec 09, 2013 5:42 am
by Bradandez
Nice to see you're interested. I'll send it to ya when it's done as well with any other members who want to read it.
Re: ELEM Game Project
Posted: Mon Dec 09, 2013 2:48 pm
by jurebj
You can post it here if you want. I dont mind.
Re: ELEM Game Project
Posted: Mon Dec 09, 2013 5:09 pm
by Master
It's more to prevent other users from being unwittingly spoiled on any plot details while browsing the thread, I understand why he's keeping it to PM.
Re: ELEM Game Project
Posted: Tue Dec 10, 2013 6:28 am
by Bradandez
Exactly! How would I deal some member finding out that the real villain in this story is actually in spac---
I've posted too much. Back to typing!
Re: ELEM Game Project
Posted: Tue Dec 10, 2013 8:15 pm
by Shrooblord
Bradandez wrote:Whoa! Way better than mine! Care to explain how to make it?
Sure! It's all simple Physics; all parts get a random velocity in a random direction (between two values of say 5 pixels per 'step' (the game's time is in 'steps' as opposed to seconds - 30 steps a second in this case - Game Maker's inner workings) and 8 pixels per 'step') and are affected by gravity. I tweaked how much each part is affected by considering how large the part is and how heavy it is. Each also gets a momentum spin affected by how fast it's travelling and some parts are also mirrored as they fly in different directions, but that's purely aesthetical and completely non-sensical in real life.
Here's the code for a single piece - if you (
read: anyone who reads this) don't understand what it says, I'll elaborate more.
Code: Select all
--CREATE EVENT--
//Basically, this 'event' - all code is driven by 'events' in Game Maker - initialises all variables so that they can be used within the object's code
flyoffdir = random(360); //Choose a random value between 0 and 360 (the degrees of the angle in which this particular piece will fly off in)
flyoffspeed = 25-random(5); //The velocity at which this piece will fly off in. Maximum is 25 pixels per step, minimum is 20 (in this particular piece of gib).
hspeed = (cos(flyoffdir) * flyoffspeed); // '*' is this code's way of writing 'is multiplied by'
vspeed = (sin(flyoffdir) * flyoffspeed);
grav = 0.08; //Gravity
t = 0; //A 'time' variable
vy = 0; //y-velocity
Code: Select all
--STEP EVENT--
//Every 'step' of the game (1/30th of a second in this game), this code is run:
t += 1; // '+= 1' means 'add one relatively'; if the value is '1', for example, the value becomes '2'. The next time the code is run, it becomes '3'.
vy += grav*t;
y += vy;
x += hspeed;
image_angle += hspeed; //The displayed rotation of the object.
image_xscale = sign(hspeed); //The image's scaling in x-direction is equal to the sign (+1 or -1) of the horizontal speed.
image_yscale = sign(hspeed); //Idem but in y-direction
if image_xscale = 0 {image_xscale = 1;}
if image_yscale = 0 {image_yscale = 1;}
Code: Select all
--DRAW EVENT--
//This event draws the object on the screen. Don't worry about this big function described below - it's just interesting to people who are into Game Maker.
draw_sprite_ext(sprite_index,image_index,x,y,image_xscale,image_yscale,image_angle,image_blend,image_alpha);
Some variables are not initialised, such as 'hspeed', because these are variables that Game Maker treats as variables inherent to the object. It's all a bit of programmer jibber-jabber, actually.
And that's basically the same code repeated for all the different pieces - about 13 in total I believe. Then there's a bit of fancy 'appearing' bloodspatter, but you can probably figure out how that works in Flash yourself (but I'll give you the code too if you're interested).
Re: ELEM Game Project
Posted: Tue Dec 10, 2013 9:18 pm
by Adsolution
- I'd love to read the stories as well if possible.