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Messages - klazen108

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226
Gameplay & Discussion / Re: Cultured save bug
« on: May 26, 2014, 05:53:32 PM »
(to elaborate, pressing L will warp you back to the start of the room - you can use this if you ever get stuck somewhere)

227
Programming Questions / Create Events not firing?
« on: May 26, 2014, 04:17:39 PM »
Hey Guys, I'm having a weird issue in my fangame... let me start off with my specs:

Seph Edition Engine
Game Maker 8.1

So I've got this one room with a bunch of trolls. When you trigger them all and exit the room (as intended), the game starts acting very strangely. I'm not sure exactly what's happening, but it's like the create events are no longer being fired. The player starts moving faster than intended (but the physics seem to still be accurate), and the troll spikes in the previous room are clearly visible. You can see what I mean in the spoiler below. Caution: This is for my contest fangame, so if you don't want spoilers, don't open this tag!
(click to show/hide)
I have the troll spikes on layer -1000000, above everything, for development; in the create event I put them at layer 1000000, below everything, so you don't see them. However, it's like the code to hide them isn't being run!

I figured this might be a problem with my room transition code, since it was custom written. I've included it in the spoiler below if you want to look at it.
(click to show/hide)

Another strange occurrence is that this bug only happens in this exact room, and only when you exit it on the left for the first time. I cannot reproduce this bug by coming back here later. If it happens, F2 does not fix it; I have to close the game and reopen it, and then it works as intended for the rest of the game. Maybe it's an issue with my triggers? I've included the code for them as well in the spoiler below.
(click to show/hide)

If you require any other information, or would like to look at the project itself, let me know and I would be happy to share. Thanks for taking the time to read!

228
Programming Questions / Re: Making music not restart
« on: May 26, 2014, 11:17:48 AM »
Lolgamer, I recommend you start a new thread giving us the details of your problem, such as which engine you're using, changes you've made to the code, and what exactly is happening. That way, we can help fix your problem without cluttering other threads :atkHappy:

229
:paraLamp: Praise be to the Belly :paraLamp:

230
Announcements / Re: Added Twitch Faces v4 + List of Emotes
« on: May 25, 2014, 11:49:49 PM »
:paraLamp: :paraKid: :paraMiku: :paraRage: :paraPalm:

I am content

231
Off Topic / Post Your Favorite Come on And Slam Remix
« on: May 24, 2014, 09:32:58 PM »
Allow me to get this thread started with a small collection:

Oppa Spacejam Style

Slam Fukkireta
(click to show/hide)

Super Space Jam 64
(click to show/hide)

The Slam is Right!
(click to show/hide)

Green Slam Zone
(click to show/hide)

Also acceptable are resources to help us discover these remixes, which are surely god's gift to man. Resources like...

https://comeonandsl.am/
https://reddit.com/r/comeonandslam

232
Programming Questions / Re: Infinite Jump?
« on: May 24, 2014, 12:16:36 PM »
That is definitely the simplest way and the added overhead of setting an additional variable every step is really negligible. I know the Nekoron Engine defaults to having a screen-sized sprite and on collision with player does with(other)djump=true; but that is even less efficient than just setting the variable every step.

I guess the most optimized way to do it would to add a global variable to the playerJump script, that allows you to double jump if djump==true OR if global.infJump==true, and just set that true/false as needed. But assuming your game isn't tottering on the edge of crashing, just setting djump=1 every step will work just fine :Kappa:

233
Once I'm done making I Wanna Get Rekt, I plan on compiling all the information I've learned from ripping and designing bosses; and there will be plenty of information on your basic patterns and how to go from there :D

234
The view should follow the player perfectly, even if his gravity changes, if you set it up in the room editor.

If you need custom view following code (for whatever reason), you can use this (but be warned it's kinda buggy if you've got anything being draw on screen relative to the view):
Code: [Select]
view_xview=player.x-400
view_yview=player.y-300;

if (view_yview<0) view_yview=0;
else if (view_yview+view_hview>room_height) view_yview=room_height-view_hview;

if (view_xview<0) view_xview=0;
else if (view_xview+view_wview>room_width) view_xview=room_width-view_wview;

Just stick that in the draw event of an object you put in the room and it should work.

PS I recommend you make a new thread for any issue you have, it's more likely to attract attention and makes it easier for people with the same problem to find answers :atkHappy:

235
Off Topic / Re: i have a question
« on: May 18, 2014, 10:41:49 PM »
Also, I wouldn't say this if I hadn't noticed the typo on the site as well, but it's spelled "Alumni" - an "Alumnus" refers to a graduate of a University, and "Alumni" is the plural of Alumnus (Latin words)... And in the context of this site then you can see how Sword's definition applies.

Ok I'm done being a grammar nazi now

236
Video Discussion / Re: I DID IT!!
« on: May 18, 2014, 10:32:11 PM »

237
Gameplay & Discussion / Re: Post the fangame you just beat!
« on: May 12, 2014, 11:16:42 PM »
Congrats TJ! That's almost as cool as my accomplishment :Kappa:



Much better than my experience with Celebrate 100 :D

238
Video Games / Re: osu! Usernames Thread!
« on: May 10, 2014, 12:43:17 PM »
Klazen108
https://osu.ppy.sh/u/klazen108

I don't play too much, but I'm learning on a tablet and really like it.

PS Nightcore Yellowcard songs ftw :Kappa:

239
Video Discussion / Re: I Wanna End the Rainbow Miku - Victory!
« on: May 10, 2014, 11:52:02 AM »
Congrats again on a well deserved victory! :Kreygasm:

So what's the new long game to start up your streams with? :Kappa:

240
User-Made Creations / Re: I wanna Get Cultured ver1.0.7
« on: May 09, 2014, 09:51:39 AM »
So many patches

(click to show/hide)

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