Difference between revisions of "Monster Maker"

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== Tips ==
 
== Tips ==
 +
 +
=== Animation ===
 +
 +
* Each monster can have up to 16 frames of animation.
 +
* Often monsters do not die exactly on cue, so when plotting a timed monster death try extending the duration of the final animation frame a few ticks beyond the monster's calculated lifespan. Otherwise, before death the animation might wrap back around to the first frame for a tick or two.
 +
* Another bug: when a monster is birthed from a newly deceased monster, the first frame of the new monster's animation sequence will tend to only last a single frame, no matter how long of a duration you may specify. Workaround: simply add a second frame, identical to the first, which lasts your intended length, minus one.
 +
 +
=== Movement ===
  
 
* When plotting monster movement, every click of the line represents one block of distance. So if your path goes three clicks left then three right, it will move three blocks to the left then return to its starting position.
 
* When plotting monster movement, every click of the line represents one block of distance. So if your path goes three clicks left then three right, it will move three blocks to the left then return to its starting position.
* Often monsters do not die exactly on cue, so when plotting a timed monster death try extending the duration of the final animation frame a few ticks beyond the monster's calculated lifespan. Otherwise, before death the animation might wrap back around to the first frame for a tick or two.
 
 
* There is an as-yet unresolved bug when using a monster who dies after the end of its path. If the monster also changes into another monster upon death, then the new monster seems to be affected by the course of the previous monster's path, almost as if it has a momentum flag. The only known workaround is to avoid combining these features, and instead to set up a chain where at the end of its path the first monster kills a camouflaged static monster, which in turn births the intended child monster.
 
* There is an as-yet unresolved bug when using a monster who dies after the end of its path. If the monster also changes into another monster upon death, then the new monster seems to be affected by the course of the previous monster's path, almost as if it has a momentum flag. The only known workaround is to avoid combining these features, and instead to set up a chain where at the end of its path the first monster kills a camouflaged static monster, which in turn births the intended child monster.
* Each monster can have up to 16 frames of animation.
+
 
* Another bug: when a monster is birthed from a newly deceased monster, the first frame of the new monster's animation sequence will tend to only last a single frame, no matter how long of a duration you may specify. Workaround: simply add a second frame, identical to the first, which lasts your intended length, minus one.
+
=== Behavior ===
 +
 
 
* Another bug: occasionally at death a certain monster in a given set will birth a certain other monster, without this behavior ever having been specified. For instance, when monster #34 (the character's sword) dies it will always turn into monster #6 (a slime creature). The workaround here is to figure out precisely which monster is birthed, and to leave that slot in your monster set blank -- or to set it to a more desirable monster.
 
* Another bug: occasionally at death a certain monster in a given set will birth a certain other monster, without this behavior ever having been specified. For instance, when monster #34 (the character's sword) dies it will always turn into monster #6 (a slime creature). The workaround here is to figure out precisely which monster is birthed, and to leave that slot in your monster set blank -- or to set it to a more desirable monster.
  

Revision as of 16:57, 16 July 2014

Monster Maker
Monmaker.png

Release type: Retail (Game-Maker suite)
Release date: 1991 (original release)
Author: Recreational Software Designs
Related tools: Palette Designer, Block Designer, Character Maker, Map Maker, Integrator, Xferplay

.Produces and edits .MON format files. Programmed by Oliver Stone.

Version history

1994 - Version 3.00

Tips

Animation

  • Each monster can have up to 16 frames of animation.
  • Often monsters do not die exactly on cue, so when plotting a timed monster death try extending the duration of the final animation frame a few ticks beyond the monster's calculated lifespan. Otherwise, before death the animation might wrap back around to the first frame for a tick or two.
  • Another bug: when a monster is birthed from a newly deceased monster, the first frame of the new monster's animation sequence will tend to only last a single frame, no matter how long of a duration you may specify. Workaround: simply add a second frame, identical to the first, which lasts your intended length, minus one.

Movement

  • When plotting monster movement, every click of the line represents one block of distance. So if your path goes three clicks left then three right, it will move three blocks to the left then return to its starting position.
  • There is an as-yet unresolved bug when using a monster who dies after the end of its path. If the monster also changes into another monster upon death, then the new monster seems to be affected by the course of the previous monster's path, almost as if it has a momentum flag. The only known workaround is to avoid combining these features, and instead to set up a chain where at the end of its path the first monster kills a camouflaged static monster, which in turn births the intended child monster.

Behavior

  • Another bug: occasionally at death a certain monster in a given set will birth a certain other monster, without this behavior ever having been specified. For instance, when monster #34 (the character's sword) dies it will always turn into monster #6 (a slime creature). The workaround here is to figure out precisely which monster is birthed, and to leave that slot in your monster set blank -- or to set it to a more desirable monster.

Links