Ships - Tanks - Cars - Planes - Shots in Livecode
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Ships - Tanks - Cars - Planes - Shots in Livecode
The Games with static images are among the most notable in Livecode....The general bases are important for the developments.
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--- > Video Example..!
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Re: Ships - Tanks - Cars - Planes - Shots in Livecode
Knowing the basics of turning elements and characters in Livecode makes it easier for us to make very creative and simple RPG games, especially with static images.
In These days I will upload an example where we have a character spinning and shooting for "RPG" games.
We will use the same example that we developed for the rotation of ships, tanks, cars and planes, now we will use it to move a character in an "RPG" game terrain.
All is creativity.
In These days I will upload an example where we have a character spinning and shooting for "RPG" games.
We will use the same example that we developed for the rotation of ships, tanks, cars and planes, now we will use it to move a character in an "RPG" game terrain.
All is creativity.
Re: Ships - Tanks - Cars - Planes - Shots in Livecode
Here is the example of Rotations of elements and Characters in Livecode for our games.
It is one of the very important examples of knowing and working if we want to make games of this style.
Following the general standard of game development, the examples are simple and easy to understand.
Making games in Livecode is very easy, with very simple coding and a little creativity we can make a wide variety of games with this program.
Although I have seen little interest in the games, I will continue to show how easy it is to make them with a simple and basic coding.
--- > Video Example..!
It is one of the very important examples of knowing and working if we want to make games of this style.
Following the general standard of game development, the examples are simple and easy to understand.
Making games in Livecode is very easy, with very simple coding and a little creativity we can make a wide variety of games with this program.
Although I have seen little interest in the games, I will continue to show how easy it is to make them with a simple and basic coding.
--- > Video Example..!
Re: Ships - Tanks - Cars - Planes - Shots in Livecode
I’m following this subject with interest, as I also make games from time to time.
I’ve experienced some problems with getting smooth animations when combined with collision detection. LiveCode isn’t always fast enough to process all that needs to happen more or less simultaneously, it seems.
But it’s still a great tool to make games with, no doubt about that!
I’ve experienced some problems with getting smooth animations when combined with collision detection. LiveCode isn’t always fast enough to process all that needs to happen more or less simultaneously, it seems.
But it’s still a great tool to make games with, no doubt about that!
Andreas Bergendal
Independent app and system developer
Free LC dev tools: https://github.com/wheninspace
(WIS_WebDeployHelper, WIS_ScriptDependencies, WIS_BrowserAnimation)
WhenInSpace: https://wheninspace.se/en
Independent app and system developer
Free LC dev tools: https://github.com/wheninspace
(WIS_WebDeployHelper, WIS_ScriptDependencies, WIS_BrowserAnimation)
WhenInSpace: https://wheninspace.se/en
Re: Ships - Tanks - Cars - Planes - Shots in Livecode
Regards SWEdeAndy,
As I have always mentioned, the animations and movements of elements can be improved by structuring the code as a set of mechanical wheels, each command or function must work in coordination with the others and not in isolation.
Although our code appears to work, in Livecode we must organize it so that the game works better. In general, many programmers do not differentiate between main commands and secondary commands and let them work independently, which causes the game to become slow when overloaded with tasks.
You have to know how to place the "collisions", the "repeat" and the "wait".
As I have always mentioned, the animations and movements of elements can be improved by structuring the code as a set of mechanical wheels, each command or function must work in coordination with the others and not in isolation.
Although our code appears to work, in Livecode we must organize it so that the game works better. In general, many programmers do not differentiate between main commands and secondary commands and let them work independently, which causes the game to become slow when overloaded with tasks.
You have to know how to place the "collisions", the "repeat" and the "wait".
Re: Ships - Tanks - Cars - Planes - Shots in Livecode
The example was developed as a reference to show the wide variety of top-down shooter games that can be created using static images and the rotatiòn of elementos in Livecode.
All is creativity.
All is creativity.
Re: Ships - Tanks - Cars - Planes - Shots in Livecode
Is important to say that at this moment LC only works for me to develop Minigames, not recommended for complex games.
Re: Ships - Tanks - Cars - Planes - Shots in Livecode
Games come in many forms.
When complexity is mentioned, what is often meant is complexity with multiple moving objects, which leads to low frame rates - but we've also seen some fairly complex card games built with LC for example. And let's not forget the old classics like Myst (built initially with LC's progenitor), which while simple animation-wise was quite complex.
If/when the promised compiled scripts arrived, frame rates will likely improve significantly to the point of usability for 'action' games.
However, frame rates is not the real issue.
For complex games the developer/team need to design everything from scratch because there are no frameworks available. Nothing to assist the developer in creating maps/environments, storyboards, no graphics or sound libraries, etc.
Outside of LC, very often games are created in gaming IDEs, where there are frameworks and AV resources available to support the developer.
LC developers have to 'roll their own' for specific projects and to expand on this and build something that can be used generically and applied to any project, would be a large undertaking - but I would argue a valuable one.
Some time ago, in a thread discussing how to make LC more attractive to new users, I did post the idea that bespoke IDEs are much more task-orientated and focus not on general programming, but on a specific domain might be actually more helpful.
Focusing on doing limited tasks with much more support for devs, doing it well and attractively and this may well be a more enticing entry point for new LC users. I would argue perhaps would do more than LiveCode Create to bring in new users - but understandably LC cannot let AI pass them by either.
The 2 IDEs I mentioned were an IDE for database-driven apps (similar to FileMaker Pro) and and IDE for games (similar to GameMaker).
I still use FileMaker Pro in my day-to-day because nothing comes close to the ease of use and speed of development, not even LC.
It can't do what LC can, but what it does it does well, attractively, and very quickly. I can build an equivalent app in LC but will take at least x4-6 times longer, with much more troubleshooting and testing required. LC does have the potential to build nicer apps (also keeping in mind FMP can't produce standalones any more) - but nothing comes close to FMP as a RAD for database-driven apps.
Building such bespoke RAD environments is very much within the possibilities of LC and there are a few abortive attempts I've seen for creating database-driven apps (i.e where at least some abstraction has been applied) but these have never really taken because they don't really do enough and the argument then is why one should bother if you're going to have to do 80-90% of the app 'the normal way'.
I posted that comment very much with FMP in mind - because I, and I'm sure many others, have a need for it. I don't need GameMaker but I imagine it's a similar issue. You can do all that in LC, but it would probably take x10 as long.
These are large projects that would need significant resource to do well, so unless there is a super-motivated developer/team I doubt we'll see a FileMaker Pro or GameMaker equivalent in LC any time soon (sadly...). Or maybe it will just be a matter of the right level of AI built in to just do this all for you
Re: Ships - Tanks - Cars - Planes - Shots in Livecode
Regards stam
Yes, the variety of minigames is very wide.
Yes, the variety of minigames is very wide.
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Re: Ships - Tanks - Cars - Planes - Shots in Livecode
Why do I feel that this, undoubtedly, clever tutorial would be even better if we could download the stacks?
Re: Ships - Tanks - Cars - Planes - Shots in Livecode
Regards richmond62
These days I have been thinking a lot about your proposal because some of my stacks are commercial and not free.
I will try to rethink how to make my stacks more accessible.
These days I have been thinking a lot about your proposal because some of my stacks are commercial and not free.
I will try to rethink how to make my stacks more accessible.
Re: Ships - Tanks - Cars - Planes - Shots in Livecode
Turning elements and characters.
Stacks
- Arrow Keys for Movement.
--- > File Stack 1
--- > File Stack 2
--- > File Stack 3
--- > File Stack Plane Movement
Stacks
- Arrow Keys for Movement.
--- > File Stack 1
--- > File Stack 2
--- > File Stack 3
--- > File Stack Plane Movement
Re: Ships - Tanks - Cars - Planes - Shots in Livecode
A very useful technique to create the effect of continuous transition of our characters between scenes is to use doors or elements to which we apply visual effects to move between Cards as if it were a single scene.
All the game design is divided into parts that we will place on each card to make the movement of our character as if it were a single scenario.
--- > Video Game Example..!
All the game design is divided into parts that we will place on each card to make the movement of our character as if it were a single scenario.
--- > Video Game Example..!