A Wild Sprite X Orco


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Hello everybody!

This week I would like to introduce you to this new update. This was the first time I tried something along this line and I thought it would be much more complex. In the end the big work(that still ahead to do) is to transfer the asset of the game into another without having copies of each other (ex obj_player and obj_player_1). It's gonna be long but not hard.

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Now in the First Glass Village you meet in the game you can encounter a cabinet and by prompting the action button you can jump straight in the shoot em up? Orco straight away. For now there's only the first level available but I'm already happy with the result the plan for this integration is still to be qualified as many other mechanics has to be added and I have to see how this work in the grand scheme of things though I don't want it to be here just for point collection or bonus stage. The game Orco was designed around the peaceful approach or the fighting approach and I want this to have repercussion here in this other game.

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I think the game change works nice I would love to have a better immersive hud showing that you are playing from another game but I'm not really good at vfx so for now I'll leave it at that having Orco a more game look then A wild sprite is satisfactory enough.

Here's a video showing how it works from the start menu till you get to the Glass Village Cabinet.

Now getting on the techical side of how this works.
It is all a continuation of the room transition using the same code reworked a bit.
The obj_playorco is hiding behind the cabinet. In the create event there are the same variables then in the room to room transition.

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Here's the edjustment that had to be made from the normal obj_transition, it checks as the others if the player is colliding with it but also need the input from the player to actually go to the room were Orco is played. It also set the global variable playorc to 1.
This is stored in the obj_meta and is where I have to do some refinement, when this variable is set to 1 the obj_player stay still while we are playing the other game but I'll have to try another way because not always it work and when you finish the game sometimes the obj_player can be found way away out of bounds of the level.

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Here below we can see the game end object that destroy all the persistent objects from Orco and set the global.variable to 0.
Going back to be the Wild sprite instead of the Ship is working now almost all the time due to having made a gigantic mask that kill the player if it goes off screen but I would love to have a less drastic way to reverting back.

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Have a great week folks :)

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