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Messages - klazen108

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241
Meet and Greet! / Re: REXi
« on: May 09, 2014, 09:49:05 AM »
Welcome to the forums! Thanks for making us a picture of all the common jumps in game maker instead of in paint like these other guys :Kappa:

242
Video Discussion / Re: I beat Crime and Punishment without moving
« on: May 09, 2014, 09:33:27 AM »
I think the more important question is how do we prevent this in our games so that Matt can't cheat in them too :Kappa:

243
Off Topic / Gimme Pizza
« on: May 09, 2014, 09:30:58 AM »
idk


245
Gameplay & Discussion / Tutorial: How to play Churatch
« on: April 27, 2014, 12:10:31 AM »
I Wanna Be The Churatch is a great 100 Floor game, and is especially easy on new players towards the beginning. It's a shame that in order to actually start playing it, you have to have some inside knowledge about how the game works. So I'm gonna compile a list of commonly asked questions about Churatch. If you see someone in twitch chat who wants to play, but they're having problems, you can refer them here and this should get them started.

Where can I get Churatch?
You can get Churatch on The Fangame Wiki. Just go there, and scroll down until you find "I Wanna Be The Churatch," and then download it.

I downloaded Churatch but it's corrupted/it won't open!
The creator of Churatch included some Japanese characters in the filename, and for one reason or another, some installations of Windows have trouble reading files when they're like that. So you just need to do a little cleanup - remove any characters that aren't English A-Z or numbers. Check out the picture in the spoiler tag to see exactly what's going on:
(click to show/hide)

I can't go in the medium warp, only an impossible one that turns into "sunpossible"
OR when I play, my R key doesn't work and the game ends after 3 deaths!

On the stage select screen, there's three warps - "medium" "load game" and "impossible". The medium warp disappears as soon as you touch it. The impossible warp turns into a "sunpossible" warp when you jump in. Sunpossible is a custom mode where you get 3 lives, and that's it! Of course, this being your first time, you just want to play the normal game. Luckily, there's a "medium" difficulty available, but it's hidden. Click the spoiler below to see an image which will show you how to find it.
(click to show/hide)

246
Gameplay & Discussion / Re: Post the fangame you just beat!
« on: April 26, 2014, 11:45:12 PM »
Once upon a time, I was making a fangame. Now, I'd only watched people play them, and had never actually played one myself, so I lacked a bit of insight. Realizing this, I asked TJ if there was a game I could play to get some ideas for good level design, and he suggested Celebrate 100. I was like "Ok, I'll try it out and see if I can get any inspiration."

That was back in December. Underestimating how truly bad I was, I pushed on whenever I got some free time to sit down and play. There were a couple of screens that really gave me trouble, like the needly area in the 50s, and floor 69 (:Kappa:). I felt the hype rising as I reached the golden area, and was equally crushed when I discovered there was no pussy save for me to take advantage of. But shortly after when the game provided a shortcut through a sphincter, I pulled out Record My Jumps, practiced it a few times, and made sure I got the right align before returning to the game. You can imagine the rush of ecstasy that flooded me as I jumped through it and skipped 3/4ths of the screen. That was the moment when I finally felt like I knew what I was doing.

And tonight, my (not very) epic story reaches its conclusion. After nearly breaking my headset, scaring my neighbors with screams of dismay intermingled with insane laughter, and contracting what I'm pretty sure is carpal tunnel in my left wrist from mashing Z and Shift for over an hour straight on the final boss, I couldn't believe my eyes when the credits started to play. After months of grinding, I'd finally done it.

Where will I go from here? Who knows. This was only meant to be a short project to gain a little street cred, so that I could say that yes, I have beaten a fangame. But now that I've tasted victory, I feel the bloodlust - a hunger that can only be satiated by jumping over spikes and dodging delicious fruit. I think for now though, I'm just gonna go stick my hands in a bucket of ice water.



Note that the death count and timer aren't exactly accurate - the death count includes a few hundred deaths from when I mashed R in a furious rage after dying for the 20th time to the last spike in a screen, and the timer doesn't include the hours I spent curled in the fetal position begging for it to be over.

247
Meet and Greet! / Re: Hi
« on: April 20, 2014, 06:00:40 PM »
Congratulations on finally joining the cool kids club, Kilp :Kappa:

248
User-Made Creations / Re: I wanna Get Cultured ver1.0.0
« on: April 17, 2014, 08:03:22 PM »
:Kreygasm:

249
Engines / Re: I wanna be the Engine Seph Edition
« on: April 13, 2014, 02:26:49 PM »
Quote from: Sephalos
+ The player object is now destroyed when pressing "R". +
- World Object, Press R Event. [ note: before loadgame script is executed ]
// Destroy Player Object
if instance_exists(player){ with(player){ instance_destroy(); } }

Is this an important change that I should port over to the game I'm making with version 1 of your engine? I haven't had any issues so far, just wondering what prompted you to include this.

250
Game Design / Re: Tutorial: Adding a Sunpossible Mode to Your Game!
« on: April 13, 2014, 02:22:06 PM »
string_digits() will remove everything that's not 0,1,2,3,4,5,6,7,8 or 9; which means the negative sign and the decimal point won't be included. Technically that would make abs() and floor() unnecessary, but I figured why not include them just in case ;)

251
Game Design / Re: Tutorial: Getting Started With Fangame Development
« on: April 12, 2014, 10:14:50 PM »
Alright Zero, I'll start splitting major sections out into different threads when I get a chance, so get that sticky gun ready :Kappa:

252
Game Design / Re: YoSniper's Fangame Contest *IT'S ON!!!*
« on: April 12, 2014, 10:13:38 PM »
My project is gonna be called "I Wanna Restore the Balance". All I'm ready to say at this point is I am making an open-world, metroidvania style game (I was inspired by See the Moon), with *plenty* of stuff you don't normally see in fangames ;)

253
Meet and Greet! / Re: Hola
« on: April 12, 2014, 11:37:47 AM »
Man, I was really hype for a knife to cut my jello with, but now this is all I get? :Kappa:

Welcome to the community yo

254
Meet and Greet! / Re: hi guys
« on: April 12, 2014, 11:36:47 AM »
...have been lurking on Twitch...

Hope your lurking days are behind you :Kappa:

Welcome to the community!

255
Game Design / Tutorial: Adding a Sunpossible Mode to Your Game!
« on: April 12, 2014, 11:28:56 AM »
Hey guys,

After helping Piece & Para out by adding Sunpossible to Cultured, I thought I'd share the information in case anyone else felt like they wanted to add it to their game. This tutorial assumes you're using the Yuuutu engine, but the concept is easily extendable once you know what you're doing.

Oh, and for you plebs that don't know what Sunpossible mode is... it's a mode inspired by IWBTChuratch; you get a set amount of lives and that's it - every move you make counts.

Sunpossible Functionality Scripts

I've provided some scripts below; just make some new scripts in Game Maker, name them the bold names, and copy-pasta the code into the script. These make it easy to access the various values associated with Sunpossible mode, so you don't have to worry about the underlying code when you're designing your game.

sunAskForLives
Code: [Select]
global.lifeCount = min(floor(abs(real(string_digits(get_string("How many lives?","50"))))),1000000);
The first thing you might be saying is "WTF why so many parentheses dude" and to that I say... blame Paragus for breaking my code :Kappa:
When you call this function, It will prompt the player with an input box, asking them how many lives they want to play with. The reason there's so many extra functions in there is to make sure you get a nice number out of it, even if the player enters "-3.14159KappaFace" It takes all the digits out of the string the player entered (string_digits), makes it a number (real), makes it positive (abs), drops the fractional part (floor) and makes sure it's less than one million (min) - so if the player entered "-3.14159KappaFace" they would get 314159 lives.

Call this function whenever you want to ask the player how many lives they want - I recommend the warpStart's Player Collision event, but anywhere else that makes logical sense works too.

sunIsSunpossibleMode
Code: [Select]
return global.lifeCount > 0This function is just a simple way for you to see if it's sunpossible mode or not - If you never set global.lifeCount, it'll be zero, and we consider that not sunpossible mode.

sunGetRemainingLives
Code: [Select]
return global.lifeCount - global.death[global.savenum]This one's pretty simple too; call it to get the number of lives remaining.

sunSaveLives
Code: [Select]
var tem;
tem = global.lifeCount;
file_bin_write_byte(argument0,floor(tem/10000));
tem -= floor(tem/10000)*10000;
file_bin_write_byte(argument0,floor(tem/100));
tem -= floor(tem/100)*100;
file_bin_write_byte(argument0,tem);
This is a copy of the code from saveGame that saves the player's position. This allows you to save values greater than 255; you can save up to 1,000,000 in fact ;)

sunLoadLives
Code: [Select]
global.lifeCount = file_bin_read_byte(argument0)*10000;
global.lifeCount += file_bin_read_byte(argument0)*100;
global.lifeCount += file_bin_read_byte(argument0);
This is the reverse of the script above - it rebuilds the life count from the file in the opposite way that we encoded it.

Hooking Sunpossible Mode Into the Engine

Now that you've got your supporting scripts, let's hook them into the engine:

In the saveGame script, right before the call to file_bin_close, add this code:
Code: [Select]
sunSaveLives(f);And that's all you have to do to save your life count to your save file!

In the saveExe script, right before the call to file_bin_close, add this code:
Code: [Select]
sunLoadLives(f);And again, your life count has been loaded from the save file! MAKE SURE you save & load all the values in the same order - Game Maker doesn't know what each value in the file is, it relies on you to load them in the same order you saved them.

In the saveExe script, at the very end, add this code:
Code: [Select]
if (sunIsSunpossibleMode() && (sunGetRemainingLives() <= 0)) {
    with (player) instance_destroy();
    room_goto(rSunpossibleEnd);
}
This code checks as soon as you load the game (or when you press R after you die) and if it's sunpossible mode and you're out of lives; it sends you to a room to be used as a "permanent game over" room, which I named "rSunpossibleEnd". You could do anything else here, like deleting the save file or whatever, but this is the condition that cheks to see if the player is out of lives

In the World's "Press R-key" event, add this code:
Code: [Select]
if (sunIsSunpossibleMode() && room != rSunpossibleEnd && instance_exists(player)) {
    global.death[global.savenum] += 1;
    saveDeathTime();
}
This code is optional. It forces the player to lose a life if he's still alive when he presses R - perfect for those m9 traps :Kappa:



And that's all you should have to do to implement Sunpossible mode! Let me know if there are any bugs; I just typed this all directly into the post and so it's possible I typoed something :Kappa:

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