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Fangames => Game Design => Programming Questions => Topic started by: ArtismExpert on August 13, 2016, 05:09:13 PM

Title: 2 Questions
Post by: ArtismExpert on August 13, 2016, 05:09:13 PM
(If you can answer one but not the other, please answer the one that you can. You don't have to do both, but if you can, please do.)
(Also, I know next to nothing about coding :P if i didn't I wouldn't have these questions. So please write out the code)

QUESTION 1:
The Yuutu engine has a bug where a cancel just does a full jump and I'm already too far into development to just start over. How do I fix it?

QUESTION 2:
The only ways I know how to make the music work is:
 • restarting upon death
 • no death music
I want to have it the way K3 has it, where the death sound still appears but continues upon pressing R. How do I do THAT?
Title: Re: 2 Questions
Post by: klazen108 on August 13, 2016, 10:01:17 PM
For #2,

I guess you're using gm8/8.1 since you mention the yuuutu engine. When you die, use the sound_volume function on your current BGM to set the volume to zero, but let it keep playing in the background. Then you can sound_play your death music. On restart, use sound_volume again to turn the music back on. It's a little bit of a complex change if you're not familiar with how the engine tracks the currently playing BGM or where all the scripts are that handle these functions, but otherwise it's as simple as muting the BGM instead of outright stopping it. There's also a sound_fade function you could use if you want the BGM to fade out a little slower instead of an abrupt stop.

For #1 I haven't really looked at the new yuuutu since moving to studio, but if I were in your position I would get a copy of the old engine and compare the player physics code to see if I could spot the differences, particularly where the jump is performed.
Title: Re: 2 Questions
Post by: Habluka on August 14, 2016, 09:00:13 AM
To fix the jump bug, just go into the player object's step event and remove this "else".

(httpss://pbs.twimg.com/media/CZkwdQ8UkAAyFHZ.jpg:large)
Title: Re: 2 Questions
Post by: ArtismExpert on August 14, 2016, 11:51:14 AM
For #2,

I guess you're using gm8/8.1 since you mention the yuuutu engine. When you die, use the sound_volume function on your current BGM to set the volume to zero, but let it keep playing in the background. Then you can sound_play your death music. On restart, use sound_volume again to turn the music back on. It's a little bit of a complex change if you're not familiar with how the engine tracks the currently playing BGM or where all the scripts are that handle these functions, but otherwise it's as simple as muting the BGM instead of outright stopping it. There's also a sound_fade function you could use if you want the BGM to fade out a little slower instead of an abrupt stop.

For #1 I haven't really looked at the new yuuutu since moving to studio, but if I were in your position I would get a copy of the old engine and compare the player physics code to see if I could spot the differences, particularly where the jump is performed.

As I said, write out the code. How do I do that??
Title: Re: 2 Questions
Post by: elraimon2000 on August 14, 2016, 12:22:32 PM
For #2,

I guess you're using gm8/8.1 since you mention the yuuutu engine. When you die, use the sound_volume function on your current BGM to set the volume to zero, but let it keep playing in the background. Then you can sound_play your death music. On restart, use sound_volume again to turn the music back on. It's a little bit of a complex change if you're not familiar with how the engine tracks the currently playing BGM or where all the scripts are that handle these functions, but otherwise it's as simple as muting the BGM instead of outright stopping it. There's also a sound_fade function you could use if you want the BGM to fade out a little slower instead of an abrupt stop.

For #1 I haven't really looked at the new yuuutu since moving to studio, but if I were in your position I would get a copy of the old engine and compare the player physics code to see if I could spot the differences, particularly where the jump is performed.

As I said, write out the code. How do I do that??

you dont have to write anything, just go where he said and delete the word
Title: Re: 2 Questions
Post by: ArtismExpert on August 14, 2016, 12:32:20 PM
For #2,

I guess you're using gm8/8.1 since you mention the yuuutu engine. When you die, use the sound_volume function on your current BGM to set the volume to zero, but let it keep playing in the background. Then you can sound_play your death music. On restart, use sound_volume again to turn the music back on. It's a little bit of a complex change if you're not familiar with how the engine tracks the currently playing BGM or where all the scripts are that handle these functions, but otherwise it's as simple as muting the BGM instead of outright stopping it. There's also a sound_fade function you could use if you want the BGM to fade out a little slower instead of an abrupt stop.

For #1 I haven't really looked at the new yuuutu since moving to studio, but if I were in your position I would get a copy of the old engine and compare the player physics code to see if I could spot the differences, particularly where the jump is performed.

As I said, write out the code. How do I do that??

you dont have to write anything, just go where he said and delete the word
you're looking at the wrong post
this is more than deleting a word
Title: Re: 2 Questions
Post by: Kyir on August 14, 2016, 02:27:23 PM
Being less demanding of people trying to help might help you secure additional help.
Title: Re: 2 Questions
Post by: PiranhaTooth on August 15, 2016, 01:18:04 AM
Trying to get people to do it for you isn't going to help you improve at all... Also you shouldn't be so rude when people are voluntarily trying to help you fix a problem.
Title: Re: 2 Questions
Post by: klazen108 on August 15, 2016, 09:25:42 AM
Sorry, I don't have time to write your code for you, someone else might be able to.
Title: Re: 2 Questions
Post by: ArtismExpert on August 15, 2016, 04:37:17 PM
I don't know how to do what you're talking about. I need to know what to write in order to do it.