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Messages - Sephalos

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181
Video Games / Re: Super Smash Bros U
« on: July 24, 2013, 04:23:14 AM »
Wowie

182
Video Games / Re: Super Smash Bros U
« on: July 24, 2013, 03:22:59 AM »

183
Unfinished / Incomplete / Re: I Wanna Be The Master v0.8
« on: July 23, 2013, 02:37:14 PM »
Wowie, I though this project was dead but there it is.  :PogChamp:
I guess I'll give this a try.

184
Game Design / Re: Super Sound Guide for YoSniper's Engine
« on: July 17, 2013, 05:21:55 PM »
Also allow me to explain how the code works:

switch(room){
Checks for room cases within the script.

case loadRoom:
The current room you want to assign something to.

if filePlaying != 1 { filePlaying = 1;
First it checks the fileplaying value, if its not the same as the one currently playing it then switches to that, if not it keeps playing the same one and doesn't change the current song.
This script is there so the music doesn't restart everytime you hit 'R' or change rooms.

So every time you want to switch to a new song you have to add in a new value. So your next song would look like this: if filePlaying != 2 { filePlaying = 2;

if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); }
Then the script checks if there is a song stored in the handle bgm, if there is one it removes it from memory. This piece of code is here because if you try to remove a song from memory and the handle doesn't currently exists, SuperSound crashes. It's a failsafe.

bgm = SS_LoadSound('Electroman.ogg',1); SS_PlaySound(bgm); }
Then it stores Electroman.ogg to the bgm handle and then plays it. You want to change that line of code to SS_LoopSound(bgm); if you want that song to loop.

break;
Ends the script so it doesn't mess up your other cases (mainly with default).

The default case
This case is used if the script cannot find the current room.
So if you haven't had time to add in a room to your script, it will simply remove the music from memory.

185
Game Design / Re: Super Sound Guide for YoSniper's Engine
« on: July 17, 2013, 05:08:06 PM »
Oh! Well at least that's fixed.
Did you change the default case?
If not change it to this:

default:
if filePlaying != 0 { filePlaying = 0;
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); } }
break;


Also change all the cases to have something in it... I'm not sure why but SuperSound doesn't seem to want to group cases together.

186
Game Design / Re: Super Sound Guide for YoSniper's Engine
« on: July 17, 2013, 03:36:23 AM »
Then why didn't he just say that the original one he posted worked for Game maker 8.1...     :/
It does work with 8.1, that's the version I use. I just tried doing this on a fresh engine and everything is working fine for me. So I would call shenanigans on gamemaker being weird as it often is the case.

I really wish I could help but sadly I can't.  :BibleThump:

I would concider trying your hand at Fmod, but I have no experience with it.

187
Game Design / Re: Super Sound Guide for YoSniper's Engine
« on: July 16, 2013, 09:51:56 PM »
Try adding this line to the world create object also after SS_Init();

bgm = SS_LoadSound('Music/title.ogg',1);

3 Questions:
Do I change 'Music/title.ogg' to the title of a song? I mean in the one you just told me to put in the world object.
How does that change the "Unknown script or function: SS_IsHandleValid"?
Are you telling me to switch to the original one in the link you posted?
Keep everything the way it was and add it also to the world object (the name of a song you have in your music folder) I just want to see if that would maybe fix it.

188
Game Design / Re: Super Sound Guide for YoSniper's Engine
« on: July 16, 2013, 09:17:44 PM »
Try adding this line to the world create object also after SS_Init();

bgm = SS_LoadSound('Music/title.ogg',1);

189
Game Design / Re: Super Sound Guide for YoSniper's Engine
« on: July 16, 2013, 09:10:44 PM »
when i change the case events to

case startRoom:         
if filePlaying != 1 { filePlaying = 1;
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); }
bgm = SS_LoadSound('Music/title.ogg',1); SS_PlaySound(bgm); }
break;

it says "Unknown function or script: SS_IsHandleValid"
Wat am i doing wrong
That's weird...
Make sure you have the version I linked in the thread and make sure you did all the above steps.

190
User-Made Creations / Re: I Dun Wanna Be Anything
« on: July 15, 2013, 11:31:13 PM »
Welcome to the twitch community bro  :BloodTrail:

191
User-Made Creations / Boshy Custom Characters
« on: July 10, 2013, 10:05:27 PM »
I made this a while back and I'm not sure where to post this so here you go:
Feel free to post your own custom characters below.

Ronaldshy RAN RAN RUUUU!!
https://www.mediafire.com/download/umcxoeq4w78wgqx/Ronaldshy.zip





192
Gameplay & Discussion / Re: Folders
« on: July 01, 2013, 08:32:39 AM »
Making folders is too hard!  :SwiftRage:

193
Programming Questions / Re: Flashlight effect.
« on: July 01, 2013, 06:05:07 AM »
It really should have worked.

Make sure you assigned a sprite to the object.
Make sure it is visible.
Make sure the sprite is not 100% transparent.
Make sure the origin is set properly.
Make sure the object has no draw event.
Make sure the object is in the room.

 :OneHand:

194
Off Topic / Re: Unrelated to becoming The Guy
« on: June 30, 2013, 02:50:25 PM »

 :SwiftRage:

195
Programming Questions / Re: Flashlight effect.
« on: June 30, 2013, 02:39:18 PM »
To make a object follow to kid is pretty simple.
Make a object with the flashlight sprite and add this code in the "End Step Event"
x = player.x;
y = player.y;

Just make sure the origin of the sprite is set correctly.

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