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Messages - Sephalos

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166
General Games / Re: I ban you because...
« on: August 13, 2013, 03:16:27 AM »
Banned because this game has been going on for 3 pages now.  :KevinTurtle:

167
General Games / Re: I ban you because...
« on: August 12, 2013, 07:26:30 PM »
Banned for the worst grammar ever conceived.

168
General Discussion / Re: Mugshots
« on: August 09, 2013, 09:48:20 PM »
(click to show/hide)

169
User-Made Creations / Re: Aiwanna Wiki
« on: August 06, 2013, 03:58:18 PM »
Needs more Spoongod and Random Generator  :FrankerZ:
there is a way to get it on there. dunno how tho  :RedCoat:


170
This is my good project. It's the best project in the world, man  :ItsBoshyTime: :Kappa:
Of course!  :KevinTurtle: I meant your other good game

171
lol  :FailFish:

Welcome to the forums Olivebates man.
You should at least post your good project on here.

172
Video Games / Re: Kirby
« on: August 05, 2013, 03:53:14 PM »
I've always had a soft spot for kirby, despite it being way too easy.
I think my favorite title of them all has to be Kirby's Dream Course for SNES, it's a really interesting game and becomes pretty challenging in the later levels.

173
Programming Questions / Re: elevator rooms with checkpoints
« on: August 05, 2013, 12:10:31 AM »
ok so, you all know what elevator rooms are? rooms that auto-scroll up or down sometimes caused by an object.
(in my case a mole.) How do you make it so if the player saves, the mole spawns up where the player saved instead of back at its spawnpoint?
The easiest way to do this would be to make two seperate rooms. Otherwise you would have to do something like with the mole object step event....

if checktimer < 5 { checktimer += 1; }
if checktimer = 1 {
If player.y < 'around 96 y lower than the save point';  {
y = 'location you want to spawn the mole on reload';
} }


So assuming your save point is at y400 the code would look something like this

if checktimer < 5 { checktimer += 1; }
if checktimer = 1 {
If player.y < 496;  {
y = 700;
} }


This probably not the best way to do this but this is all I can think right off the top of my head.

174
Unfinished / Incomplete / Re: IWBTG 3D
« on: August 04, 2013, 07:26:03 PM »
Welcome to this forum basky!  :BloodTrail:

175
General Games / Re: I ban you because...
« on: August 03, 2013, 09:14:50 PM »
Banned for replying.
Banned for being inside a quote  :PogChamp:

176
Game Design / Re: Super Sound Guide for YoSniper's Engine
« on: August 03, 2013, 01:52:43 PM »
ok i sent a PM to you
Alright I sent you back the file, everything should be fine now.  :KevinTurtle:

177
Game Design / Re: Super Sound Guide for YoSniper's Engine
« on: August 02, 2013, 11:56:17 PM »
...could i just send you the gm81 file with the music folder and the ogg files and you do it for me?  :Kappa:

this is all too confusing for me  :ResidentSleeper:
sure, send it over by private message or something. I'll check it out tomorow, right now I'm off to bed.

178
Unfinished / Incomplete / Re: I wanna be the 8bit
« on: August 02, 2013, 10:05:29 PM »
Stage 3 Beta update is up for download.

179
Game Design / Re: Super Sound Guide for YoSniper's Engine
« on: August 02, 2013, 09:47:00 PM »
i have a problem...
I got supersound to load the ogg files, but
when it switches to another room and the other music starts playing, the old music that was playing doesn't stop.
i did the fileplaying scripts, and they're all different numbers. idk what to do :BibleThump:
make sure you have this piece of code
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); }
that's the one that stops and removes the song from the handle.

180
User-Made Creations / Re: I wanna be the Humantic
« on: July 24, 2013, 10:10:22 AM »
Welcome bro  :PogChamp:

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