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Messages - Nogard

Pages: [1] 2
1
Fuck off
Bet you can't even cancel properly

2
The Lounge / Re: What happened to kamilia
« on: August 07, 2018, 06:52:42 PM »
Guys, stop bullying the delusional kid.

3
The song is called Space pirates, by Waterflame
https://www.newgrounds.com/audio/listen/57239

4
Video Games / Re: Megaman ZX Genesis
« on: January 26, 2017, 06:02:08 AM »
You might be in the wrong forum section.

5
Programming Questions / Re: AI Question
« on: December 18, 2016, 02:47:57 PM »
You could use the built in gravity_direction to have the desired behaviour.

Set the gravity in the create event, and in the step event have the line:

Code: [Select]
with(objPlayer)
  other.gravity_direction=point_direction(other.x,other.y,x,y);

So that the acceleration of your object is always pointing towards the player.
If you don't want said object to get too far away from the player I suggest also putting a cap on its speed.

6
Programming Questions / Re: Growing and Shrinking Object
« on: September 07, 2016, 11:50:43 AM »
Having a very high cap would work and wouldn't require modifying the step event. I would personally choose this option.
I remind you that you can change the variables in the creation code of instances in a room, so that you can have different behaviours with the same object.

7
Programming Questions / Re: Growing and Shrinking Object
« on: September 07, 2016, 11:42:09 AM »
I was actually hoping no one would reply before me while I was writing the post.
If you're going for the smooth scaling WetWookie's code is easily customizable. The linear scaling is about the same.

8
Programming Questions / Re: Growing and Shrinking Object
« on: September 07, 2016, 11:30:36 AM »
Hi RedSalamando, what you're looking for are the variables image_xscale and image_yscale, which modify the size of an object.

A way to implement what you're asking for can be the following

In the create event:
Code: [Select]
image_xscale = 0.75;
image_yscale = 0.75;
growing = true;
growing_rate = 0.1;
max_size = 1.25;
min_size = 0.75;

"image_xscale" and "image_yscale" reflect the starting size
"growing" is boolean to keep track if the object is growing or shrinking
"growing_rate" is the change in size of the object
"max_size" and "min_size" are the size restrictions

In the step event:
Code: [Select]
if(growing == true)
{
  image_xscale += growing_rate;
  image_yscale += growing_rate;
}
else
{
  image_xscale -= growing_rate;
  image_yscale -= growing_rate;
}
if(image_xscale >= max_size || image_xscale <= min_size)
  growing = !growing;

Here we first update the size of the object, then we check if the size is still in the interval (min_size, max_size), if not we change the boolean value of "growing" to reverse the growth/shrinking process.

In this case the growth/shrinking is linear, but you can implement it in the way you prefer.


Another solution that uses the sine function is this

In the create event
Code: [Select]
time = 0;
growth_rate = 0.1;

In the step event:
Code: [Select]
time += growth_rate;
image_xscale = 1+0.25*sin(time);
image_yscale = 1+0.25*sin(time);

9
User-Made Creations / I wanna escape the rainbow trap
« on: August 18, 2016, 02:18:45 PM »
My third fangame and my first serious and long project.
The game consists of 6 stages, each stage contains 10 screens. At the end of each stage you can choose between avoidance or harder needle.
The first couple of stages are pretty easy, but the difficulty ramps up quite in stage 3.
If you are coherent and play only avoidance or only needle you will unlock an extra challenge after the credits.
If you are a man and decide to go for true end you will need to clear everything, including the final boss.
The final boss is inspired by Emperor (and it's much easier).

You can find more info in the readme.

Link
https://www.mediafire.com/download/hyv5tou8h1g71gx/I+wanna+escape+the+rainbow+trap.zip

Screenshots
(click to show/hide)

Thanks to everyone who helped me during the making.

10
This is the code I tried, and as I said I want it to make the object be destroyed if the amount of true secrets is less than 8, but the object is being destroyed only when the amount is exactly 7 true secrets. I didn't find some way to count variables like we can count instances using "instance_number".
Code: [Select]
if global.secretItem[1] = true
if global.secretItem[2] = true
if global.secretItem[3] = true
if global.secretItem[4] = true
if global.secretItem[5] = true
if global.secretItem[6] = true
if global.secretItem[7] = true
if global.secretItem[8] = true{
//nothing happens
}
else{
instance_destroy()}

I suggest you to start indenting your code. What happens is this:
Code: [Select]
if global.secretItem[1] = true
  if global.secretItem[2] = true
    if global.secretItem[3] = true
      if global.secretItem[4] = true
        if global.secretItem[5] = true
          if global.secretItem[6] = true
            if global.secretItem[7] = true
              if global.secretItem[8] = true
               {
                  //nothing happens
               }
              else
              {
                 instance_destroy()
              }
The else statements affects only the last if, so the code gets executed if and only if the first seven secrets are true and the last one is false.

You could use this to simplify things:
Code: [Select]
if(!(global.secretItem[1] == true &&
     global.secretItem[2] == true &&
     global.secretItem[3] == true &&
     global.secretItem[4] == true &&
     global.secretItem[5] == true &&
     global.secretItem[6] == true &&
     global.secretItem[7] == true &&
     global.secretItem[8] == true))
  {
    instance_destroy();
  }
! is the logic negation, && the logic AND
The instance_destroy() line will get executed if any of the secretsItems is false.

11
Gameplay & Discussion / Re: Post the fangame you just beat!
« on: July 10, 2016, 12:19:21 PM »
I have the patience of a saint


12
Gameplay & Discussion / Re: What's Your Progress?
« on: June 02, 2016, 09:49:39 AM »
This.
This is my progress.


13
I started working on something new
(click to show/hide)

14
Gameplay & Discussion / Re: What's Your Progress?
« on: April 08, 2016, 11:38:14 AM »
(click to show/hide)

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