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Messages - Sudnep

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32
Programming Questions / Re: Problem with hitbox of animated sprites
« on: July 26, 2015, 11:52:19 AM »
images explains it better
(click to show/hide)

33
Game Design / Re: WetWookie's Avoidance Scripts
« on: June 23, 2015, 08:49:56 PM »
the god

34
Programming Questions / Re: Avoidance Battles - Help plz!
« on: June 15, 2015, 01:18:01 PM »
I'm probably just missing something obvious, but, for sudnep's second method, what exactly would allow me to choose when I want each case to be executed? I want to say the case number itself, but I'm very unsure of that.
case <frame you want it to play on>:
   this thing you want to happen
break;

I messed up the example thing because case 0  probably won't work since it increments STEPCOUNTER from 0 to 1 before it ever occurs.

35
Check out the weekly fangame challenge. Pretty much all of the games on the list are good and the ones that aren't at least have production value.
This was what I was going to say but I forgot to.

37
Programming Questions / Re: Character Change
« on: June 04, 2015, 04:40:12 AM »
room start:
if room = dotkidroom { instance_create(player.x,player.y,dotKid); with(player) { instance_destroy() }; }

you'll have to figure out how to set up saving location of the player when they shoot a save or whatever

38
Programming Questions / Re: Character Change
« on: June 03, 2015, 10:44:42 PM »
Create a new object that follows the player and with the hit box size you want.
Make it so when the kill objects touch the dot, it plays the script:
with(player) { killPlayer() }

39
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: May 27, 2015, 07:31:52 PM »
EDIT: YO. It works with the walkoff align. But, you have to be standing on the very last pixel, facing to the right. It looks like the kid can't be facing left and stand on the last pixel of the block. The kid can only face right and stand on the last pixel.
If thats true does it have something to do with image_xscale = -1 not working correctly?

40
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: May 23, 2015, 04:19:48 PM »
Yeah you are right about the dev tool problem.  :Kappa:

41
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: May 23, 2015, 03:17:02 AM »
Dev Tools [toggle / keybind toggle]
(click to show/hide)
Starting Room
Version Number [toggle]
Save File Location
Config File Location
External Music Folder Location(?)
Game Name

I can't think of anything else at the moment that is relatively useful to have in a global config script. The last thing I could think of is being able to change what the default keybinds are but that's pretty whatever and almost nobody ever does that.

42
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: May 21, 2015, 02:53:40 AM »
Can I suggest adding something similar to the SetGlobalOption in yuutu? It's nice having globally changed things toggle able on and off from a single spot.

43
Programming Questions / Re: Rotational movement of the spikes
« on: May 20, 2015, 08:15:01 PM »
The animation effect?

Creation Code:
image_index = irandom(image_number - 1)

44
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: May 20, 2015, 01:15:04 PM »
1024x768 or riot

45
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: May 18, 2015, 10:37:08 PM »
  • If you're used to the Seph engine, you'll be used to this one - We tried to structure it the same way!

     :Kreygasm: :Kreygasm: :Kreygasm: :Kreygasm: :Kreygasm: :Kreygasm:
    SEPH ENGINE
     :Kreygasm: :Kreygasm: :Kreygasm: :Kreygasm: :Kreygasm: :Kreygasm:


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