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ArtismExpert:
(If you can answer one but not the other, please answer the one that you can. You don't have to do both, but if you can, please do.)
(Also, I know next to nothing about coding :P if i didn't I wouldn't have these questions. So please write out the code)

QUESTION 1:
The Yuutu engine has a bug where a cancel just does a full jump and I'm already too far into development to just start over. How do I fix it?

QUESTION 2:
The only ways I know how to make the music work is:
 • restarting upon death
 • no death music
I want to have it the way K3 has it, where the death sound still appears but continues upon pressing R. How do I do THAT?

klazen108:
For #2,

I guess you're using gm8/8.1 since you mention the yuuutu engine. When you die, use the sound_volume function on your current BGM to set the volume to zero, but let it keep playing in the background. Then you can sound_play your death music. On restart, use sound_volume again to turn the music back on. It's a little bit of a complex change if you're not familiar with how the engine tracks the currently playing BGM or where all the scripts are that handle these functions, but otherwise it's as simple as muting the BGM instead of outright stopping it. There's also a sound_fade function you could use if you want the BGM to fade out a little slower instead of an abrupt stop.

For #1 I haven't really looked at the new yuuutu since moving to studio, but if I were in your position I would get a copy of the old engine and compare the player physics code to see if I could spot the differences, particularly where the jump is performed.

Habluka:
To fix the jump bug, just go into the player object's step event and remove this "else".

ArtismExpert:

--- Quote from: klazen108 on August 13, 2016, 10:01:17 PM ---For #2,

I guess you're using gm8/8.1 since you mention the yuuutu engine. When you die, use the sound_volume function on your current BGM to set the volume to zero, but let it keep playing in the background. Then you can sound_play your death music. On restart, use sound_volume again to turn the music back on. It's a little bit of a complex change if you're not familiar with how the engine tracks the currently playing BGM or where all the scripts are that handle these functions, but otherwise it's as simple as muting the BGM instead of outright stopping it. There's also a sound_fade function you could use if you want the BGM to fade out a little slower instead of an abrupt stop.

For #1 I haven't really looked at the new yuuutu since moving to studio, but if I were in your position I would get a copy of the old engine and compare the player physics code to see if I could spot the differences, particularly where the jump is performed.

--- End quote ---

As I said, write out the code. How do I do that??

elraimon2000:

--- Quote from: ArtismExpert on August 14, 2016, 11:51:14 AM ---
--- Quote from: klazen108 on August 13, 2016, 10:01:17 PM ---For #2,

I guess you're using gm8/8.1 since you mention the yuuutu engine. When you die, use the sound_volume function on your current BGM to set the volume to zero, but let it keep playing in the background. Then you can sound_play your death music. On restart, use sound_volume again to turn the music back on. It's a little bit of a complex change if you're not familiar with how the engine tracks the currently playing BGM or where all the scripts are that handle these functions, but otherwise it's as simple as muting the BGM instead of outright stopping it. There's also a sound_fade function you could use if you want the BGM to fade out a little slower instead of an abrupt stop.

For #1 I haven't really looked at the new yuuutu since moving to studio, but if I were in your position I would get a copy of the old engine and compare the player physics code to see if I could spot the differences, particularly where the jump is performed.

--- End quote ---

As I said, write out the code. How do I do that??

--- End quote ---

you dont have to write anything, just go where he said and delete the word

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