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Wills wrote:Perhaps it should add a little time for every monster you kill?
That sounds like a pretty good idea. Then you could just start the timer at 30 seconds or whatever and not have to calculate the time beforehand (maybe you could turn the time calculations into point calculations or something if you don't want that work to go to waste).
After that, start a giant earthquake and make the screen flash red like crazy while they run for the exit ;p
Cutmanmike wrote:Exiting the level like normal will kick you back a level, so there's no cheating! When you start the game, you always start with your pistol and fists.
Unless you get victory and THEN exit like normal, so ha!
Cutmanmike wrote:No problem with that though is there?
As PDF said, you don't lose your weapons like you normally would.
What would you think of giving the player all keys at the start of the level? Because from what I've experienced, Killall just seems to play like normal with a time limit, ie you're basically doing the same thing you always do: heading towards the exit. Giving the player all keys would allow him to break the normal flow of the level and strategize on how to best clear the map.Would make things much more interesting, IMO.
Making "additional" sprites like that never occurred to me.
By the way, I'm working on an entry for this but it's proving to be quite a nightmare. Basically, it involves a new weapon, which when fired at an enemy, immediately switches the player's view to that enemy. It's in an ok-ish state at the moment, (a) because custom painchances don't seem to be working for me so I had to give every monster a normal PainChance of 256 in order for it to work (ruining the MAP20 spider/cyber fight), and (b) a little hud camera on the player's screen currently isn't showing the player's viewpoint all the time (I put it there so the player can see where he's going while he's viewing through the eyes of a monster he's "tagged").
Here's the scripts lump which I threw together rather carelessly.
Script 777 just puts the hud camera on the screen, everything else is done in the DECORATE lump. For some reason I can never get the hud camera to always show the player's viewpoint.
Script 778 is called when the player presses altfire on the new weapon, and just reverts the camera back to the player.
I know posting it here quite goes against submitting it for a contest, but what the hey. I think this is where the extent of my ACS knowledge runs out.