I have a request for The Alphamatic. I hate to ask more of you all given how busy you are, but this is a bit time sensitive if I want the game out soon. If I don't get this implemented soon, I'll have to give up on it.
I would like to modify the QED so that Keen must shoot it x amount of times to destroy it. This would involve Keen's bullets hitting the QED sprite, spawning an explosion sprite, and playing a sound effect. After the QED's health has been depleted to zero, it would perform its normal explosion sequence (both tiles and the explosion sprite), then load the ending as usual.
Fortunately, part of this patch has already been written here: http://www.shikadi.net/keenwiki/Patch:Q ... o_(Sprite)
I've modified it slightly so that it responds to Keen's bullets and has a health of 25 (for now). The impact explosion is still a shockshund shot explosion.
Code: Select all
#Q.E.D. collision
%patch $9E88 $55 $8B $EC $56 $8B $76 $08 $83 $3C $03 $74 $03 $5E $5D $CB $B8
$2FE0W $50 $56 $9A $090B1242RL $83 $C4 $04 $C7 $44 $00 $0000W
$8B $76 $06 $FF $4C $40 $74 $03 $5E $5D $CB $FF $74 $2E $FF
$74 $2C $9A $0F920628RL $83 $C4 $04 $FF $74 $2E $FF $74 $30
$9A $0F920628RL $83 $C4 $04 $FF $74 $32 $FF $74 $2C $9A $0F920628RL
$83 $C4 $04 $FF $74 $32 $FF $74 $30 $9A $0F920628RL
$83 $C4 $04 $68 $0003W $68 $0003W $FF $74 $2E $FF $74 $2C
$68 $0002W $FF $36 $9E51W $68 $0020W $90 $90 $90 $90 $90 $83
$C4 $0E $56 $9A $06B91E47RL $44 $44 $FF $0E $6F5EW $74 $03
$5E $5D $CB $9A $0F920677RL $5E $5D $CB
#New QED action uses collision
%patch $334C6 $FFFFW $FFFFW $0000W $0000W $0001W $0008W $0080W $0000W
$00000000L $090B0DD8RL $00000000L $3186W
The impact explosion sprite and sound effect are a bit trickier, and I have a few ideas. I don't plan on using the spirogrip, so its sprites and 2 sounds could potentially be used here.
For the impact explosion sprites:
One possibility is to replace the shockshund explosion with a custom set of explosion frames created from the spirogrip. Another possibility is to use the spirogrip frames to spawn frames over the QED as it takes damage; basically glass crack sprite frames on top of the QED tiles. For example, every 3 hits the frame would advance to show it more cracked. The spirogrip has lots of sprites, so maybe both of these ideas could be combined.
For the impact sound:
This could be a single sound that plays each time the QED is hit, two sounds that alternate for each hit, or one sound that plays for a normal hit and a second that plays when the glass breaking animation described above progresses a frame.
I hope this isn't too ambitious or tricky. I would greatly appreciate any thoughts on how to do this/if it's possible.
Oh, and the basic level idea here is to create a vertical shaft that Keen must ascend via moving platforms. The QED would be at the very top of the shaft, and Keen would have shoot upwards at it while standing on a moving platform, dodging various obstacles at the same time.
Thanks!