I Wanna Community

Fangames => Game Design => Topic started by: Ario147 on October 02, 2015, 05:53:32 AM

Title: Ideas for stage effect.
Post by: Ario147 on October 02, 2015, 05:53:32 AM
I have no idea for effects for ice cave stage, compared to other stages it looks... Blank.
I had idea for random water droplets from ceilings but idk.
Title: Re: Ideas for stage effect.
Post by: lawatson on October 02, 2015, 06:40:10 AM
Maybe lightly falling snow? That sounds fitting for an ice cave.
Title: Re: Ideas for stage effect.
Post by: ShadowsDieAway on October 02, 2015, 09:40:09 AM
you can have some tiny ice wisps flying around, and can have ice acting like reflections
Title: Re: Ideas for stage effect.
Post by: Kyir on October 04, 2015, 02:58:41 PM
Maybe put a scrolling grid in the background?
Title: Re: Ideas for stage effect.
Post by: TOKETMEK on October 04, 2015, 04:21:59 PM
Maybe put a scrolling grid in the background?
Yeah, and don't forget to add corners!! :P :P
Title: Re: Ideas for stage effect.
Post by: Ario147 on October 04, 2015, 07:58:30 PM
Snowing in cave, grid lmao. Corners are already in Kappa

Reflections idk how and seems annoying for player.

Ice wisps tho sounds cool, problem being idk how to make them not restart on R in yuuutu engine.

Game is out but I still may update it so if any help with ice wisps/ other ideas tell me.
Title: Re: Ideas for stage effect.
Post by: Zurai on October 05, 2015, 06:47:49 AM
I don't think you can make them not restart with yuuutu because of the Game restart on every R event. Unless you would fiddle around with global variables which are storing the current y/x of a wisp and when you press are the new created once are getting these global variables.
Title: Re: Ideas for stage effect.
Post by: WetWookie on October 05, 2015, 07:13:00 AM
Make sound effects echo a bit
Title: Re: Ideas for stage effect.
Post by: Sudnep on October 05, 2015, 10:20:31 AM
I don't think you can make them not restart with yuuutu because of the Game restart on every R event. Unless you would fiddle around with global variables which are storing the current y/x of a wisp and when you press are the new created once are getting these global variables.

Room Start:
Code: [Select]
persistent = false
if !(scrRoomCheck()) { instance_destroy() }

Room End:
Code: [Select]
persistent = true
scrRoomCheck():
Code: [Select]
switch(room) {
      case rIceStage01:
      case rIceStage02:
               return true;
      break;
      default:
               return false;
      break;
}
Title: Re: Ideas for stage effect.
Post by: Derf on October 05, 2015, 06:57:39 PM
Either that or just edit the saving and loading so it doesn't restart the game.

(Though saying that you'd still need the object to be persistent due to the fact that room restart would also affect it.)