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Messages - lawatson

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346
Video Games / Re: Super Mario 3D World
« on: January 19, 2015, 01:52:30 PM »
all you need to do is stack up your mushroms and you get chance to win !

347
Programming Questions / Re: help with traps
« on: January 19, 2015, 01:14:17 PM »
Nice progress on your game! That aside, you don't have to use lemon triggers. You could also use stinkycheeseone890's triggers, those also look pretty cool. You'll have to do some of your own code, but if you can manage snow then I'm sure it'll be all good. I used his method and it's definitely really cool!


348
Gameplay & Discussion / Re: Post the fangame you just beat!
« on: January 18, 2015, 07:24:03 AM »
I Wanna Kill the Maker


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(click to show/hide)

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351
The Lounge / Re: what was the first fangame you played?
« on: January 13, 2015, 09:35:10 PM »
NANG. I couldn't even beat world 1. After that, I switched to K2 and K3, then couldn't beat the first screens for those, either. I forget the first one I actually beat :p

352
Programming Questions / Re: help with traps
« on: January 13, 2015, 02:46:54 PM »
gg, best triggers so far

353
Engines / Yuuutu engine with spike difficulty!
« on: January 10, 2015, 11:43:02 PM »
I'm not sure how do describe it, but imagine Bifficult implemented into your engine. That's what this engine is! Enjoy three difficulties of spike.

Download link: httpss://www.dropbox.com/s/bt8n5myz8tjuye6/Yuuutu%20Hard%20Spikes%21.zip?dl=0

354
Programming Questions / Re: Yuuutu engine block/platform death bug fix
« on: January 07, 2015, 03:00:14 PM »

355
Programming Questions / Re: help with traps
« on: January 05, 2015, 06:57:10 AM »
Put a trigger down and in its creation code type

tid=#(whatever number)

In the trap spike, put

tid=same #(so it activates when a tid of that id is true)
t=1(trigger action, which is path)
pth=path index
spd=number
enda and abso can be left empty.

356
Programming Questions / Re: help with traps
« on: January 04, 2015, 01:12:49 AM »
It depends on which engine you use, but here's a reliable trigger code.
(click to show/hide)
Put this code in your playerKiller object step event (in the parent folder)
(click to show/hide)
In the playerKiller End of Path event, put this.
(click to show/hide)

If you want to make something follow different paths for multiple triggers, you can either learn to create a more complex trigger system or create a single object which has multiple actions for each trigger.

357
Gameplay & Discussion / Re: kamilia 2 save
« on: January 02, 2015, 01:01:15 AM »

358
Video Games / Cat Planet Remix!
« on: December 28, 2014, 08:09:39 PM »
I made a thingy about a game! It is based on Cat Planet and uses the same engine and resources as Cat Planet.

I DID NOT CREATE THE RESOURCES USED IN CAT PLANET. ALL CREDIT GOES TO CHUCHINO.

Information on the remix:

This is a version of cat planet made by me. Don't worry, the source code was open to public :p

Get the remix at httpss://www.dropbox.com/s/tdjjfbfaprshvw9/catplanetremix.zip?dl=0

To show you why you should play it, it inspired this video


(P.S. up and down change flap height)
I hope you enjoy it!  :atkHappy:

359
Gameplay & Discussion / Re: One-frame jumps: The shift keys method
« on: December 27, 2014, 08:05:14 AM »
It was just two objects I made.

360
Gameplay & Discussion / Jump Cancels: How to do them!
« on: December 26, 2014, 11:53:29 PM »
Hello again, scrubs and scrublets! If you've used my numlock method for jump cancels but didn't like it for some reason, then this may just be what you want!

The shift and numlock method yield the same results when done correctly, so there is no difference except the method used.

I'm keeping this one short, so here's what you'll need to do for each frame.

Frame 1: Hold down the RIGHT shift key. Keep it held down.
Some time between Frame 2 and Frame ∞ : Release your RIGHT shift key and press your LEFT shift key at the EXACT same time.

Like always, here's an image representation.



And like always, a random jump which I did with jump cancelling just for the giggles!



Good luck learning this new and EZPZ method of jump cancelling! Happy needling.

EDIT: Lower jump cancels!

Your jump cancel height can vary depending on how long you hold the left shift after doing the jump cancel. If you keep it held until touching the ground, your head will always be a few pixels above one block. If you release it early, however, you will go even lower! (5px, as hector estimates)

Here's an example.



Just keep the left shift held for a shorter time, and you will jump even lower!

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