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Messages - Sephalos

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31
Programming Questions / Re: Creating a Quadjump-Collectable
« on: April 03, 2015, 05:10:03 PM »
change the max value to 2 or something
This. At the bottom of player steps do if djump > 2 { djump = 2; }

32
Programming Questions / Re: Creating a Quadjump-Collectable
« on: April 03, 2015, 04:04:44 PM »
I'm not sure, you could just play boshy and take a screenshot, then cut out the sprite from the background.

33
Programming Questions / Re: Creating a Quadjump-Collectable
« on: April 03, 2015, 03:47:26 PM »
That's fine, I said it before I don't mind people decompiling my games.

To do a quad jump you'll need to change the way the code works. I'm going to assume you're using yuutu or something similar (my engine is similar to yuutu). The way it works in that engine is it uses "true" and "false" statements to check wheter you have a double jump or not, so you'll have to change those to numbers.
There's one in the player create event, change that one to djump = 1;
Then there's another one in the player steps when the player lands on a block, change that one to djump = 1;
Then finally there's one in the playerJump script, change that one so that when the player double jumps it does djump -= 1; instead of djump = false

Then you'll have to make a object that either does  player.djump = 4; or if you want to collect them until you have 4 player.djump += 1; when a collision with the player happens.

34
Programming Questions / Re: Avoidance Battles - Help plz!
« on: March 30, 2015, 11:30:05 AM »
You'll need 3 types of objects.

A boss, projectile spawners and projectile objects. Set up a timer on the boss that will create projectile spawners at specific times. Then set up a timer on the projectile spawners to create projectile objects.

35
Engines / Re: I wanna be the Engine Seph Edition
« on: March 14, 2015, 05:27:26 PM »
The extensions do not work in Game Maker 8.1 Lite.

The lite edition is not great anyway, the pro edition is what handles the extensions
I tried to import the files to the Game Maker 8.0 Pro but the error in musicFunctions. I converted the engine to 8.0 but the game stops responding.
If you need a good engine for 8.0 go for lemon engine https://www.iwannacommunity.com/forum/index.php?topic=1349.0
or Nikaple engine https://www.iwannacommunity.com/forum/index.php?topic=1388.0

36
Unfinished / Incomplete / Re: I Wanna Be the Transformer
« on: March 09, 2015, 11:04:10 AM »
Interesting gimmick but I would consider having another key than up and down to transform as this makes it really awkward to control. I guess the 'Z' and 'X' keys would make a lot more sense.

37
Programming Questions / Re: Multiple triggers for one instance?
« on: March 08, 2015, 10:42:58 AM »
I think at that point you'd have to make a new spike object for that particular instance or you'd have to code all the spikes and triggers to work with multiple variables. In the latter case it would mean that when a triggered spike reaches a destination or a object that would stop them and would reset its state from being active to not being active.

38
Engines / Re: I wanna be the Engine Seph Edition
« on: March 05, 2015, 07:34:08 AM »
Hello, I have a problem with your 4.0 version of the engine. The FMOD is not working correctly, it gives me the following error when the game plays a sound inside a room where the player is.

Quote
___________________________________________
ERROR in
action number 1
of  Step Event
for object player:

In script playerJump:
Illegal argument count calling script "FMODSoundPlay".
Script requires 2 arguments, 1 have been supplied.

Here pictures:

https://imgur.com/tSFZ1bN,buWUjYF,wbIAyLh,WYynq39

Running on Windows 7.
Pirate version of GM8.1

What do I do? Thanks.
Try going to Resources > Global Game Setting and under the "Errors" tab check "Treat uninitialized variables as 0".

Or a better way to fix it would be to do it manually by going into the code and changing:
Code: [Select]
FMODSoundPlay(global.sndPlayerJump);to
Code: [Select]
FMODSoundPlay(global.sndPlayerJump,0,0);
There should also be one for double jump, shoot and death in the playerJump, playerShoot and killPlayer scripts.

Sorry about that, this was definitely my bad.
Good to see you getting back into making games, good luck.

39
Engines / Re: I wanna be the engine Nikaple Edition
« on: February 09, 2015, 05:11:46 PM »
Pretty cool engine, even has proper working slopes. Good job.

40
Tools & Software / Re: Crystalline - a Particle System Tool!
« on: January 19, 2015, 10:05:37 PM »
Dear Klazen

thx


Yours truly
Sephalos

41
Engines / Re: I wanna be the Engine Seph Edition
« on: December 25, 2014, 10:43:18 PM »
I wanna be the Engine Seph Edition v4.0 update.

Now uses FMOD instead of SuperSound due to having too much problems with it. Check the readme for a list of changes. The old version will still be available for those who feel more confortable with SuperSound.

42
Programming Questions / Re: Issues with Supersound
« on: December 12, 2014, 08:41:52 AM »
Hmm I'm really not sure, the code I'm seeing seems fine and you say it only happens some of the times after multiple uses. If this is a common bug with windows 7, I might have to start looking for a alternative. I've never loaded wav files into supersound, maybe that could have something to do with it but I'm really don't know.

Are you using the version of my engine that uses the supersound dll or the extention?

43
Programming Questions / Re: Making an object show only once?
« on: December 08, 2014, 03:04:43 PM »
If your global variables are reseting to 0 when you press "R" you might be having a problem with the engine.

Check the load scripts and make sure the game doesn't have a restart_game in there. If you do that however, you might have other problems with global trigger variables wich you will need to set to 0 when pressing "R". (before the loadGame script is executed)

44
Programming Questions / Re: Making an object show only once?
« on: December 07, 2014, 11:03:08 PM »
Global variables would do the trick. Simply do something similar to this.

Code: [Select]
If global.warning[1] = 0 {
      // put your warning script here
      global.warning[1] = 1;
}

Global variables are persistant until you close or reset the game (or until you reset them to 0 manually). The number 1 within the square brackets can be changed so you can have many different warnings in your game.

45
User-Made Creations / Re: I wanna find my destiny v1.00
« on: December 07, 2014, 07:14:56 PM »
Fantastic game. Good level design, great level themes, great music for the most part and some of the most original bosses I've seen in a long time. You're a very talented and creative game maker and I hope to see more from you in the future, wether it be a iwbtg fangame or something completely different.

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