Shadow Fawn Games
Moderators: ~xpr'd~, tyteen4a03, Stinky, Emerald141, Qloof234, jdl
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
Hey, does anyone feel like diong a collaboration thing with me where they start out by making basic stuff like the engine, enemies, ect. and then I do most of what's left, such as levels 2+, more enemies, more hazards, maybe improving thee engine but i doubt it?
Future Everyone wrote:No.
i should change my signature to be rude to people who hate pictures of valves
- MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9712
- Joined: Mon Dec 01, 2008 10:18 pm
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
- MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9712
- Joined: Mon Dec 01, 2008 10:18 pm
And knowing how awful you are at Game Maker, you wouldn't know how to make something new that fits in with my engine.DEEMAN223344 wrote:It took me at most a week to be able to fluently understand ET when I decompiled it.MyNameIsKooky wrote:Also, it's better if you make the engine yourself, that way you'll understand exactly how it works as you're making the game.
You mean ripoffs. It's game-stealing *sstards like you that make me want to stop making games.DEEMAN223344 wrote:I even started 2 fangames using it.
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
Remember, I stopped decompiling. And besides, The reason AoDD2 is so awful at the moment is because I was using an awful engine from when I was awful. You can't expect me to fix it overnight. Besides, right now, the worst ting about it is the death and save engine. I called out to YOU, to help me. YOU. I know Blast!10 helped you with the save engine back when ET2 was nothing. Maybe I should go to him, he was one of my few friends while I was banned, and you keep complaining about things that I apologized for.MyNameIsKooky wrote:And knowing how awful you are at Game Maker, you wouldn't know how to make something new that fits in with my engine.DEEMAN223344 wrote:It took me at most a week to be able to fluently understand ET when I decompiled it.MyNameIsKooky wrote:Also, it's better if you make the engine yourself, that way you'll understand exactly how it works as you're making the game.
You mean ripoffs. It's game-stealing *sstards like you that make me want to stop making games.DEEMAN223344 wrote:I even started 2 fangames using it.
Edit: Let's just forget everything. I'm sorry about the decompiling.
- MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9712
- Joined: Mon Dec 01, 2008 10:18 pm
-
- Rainbow AllStar
- Posts: 4548
- Joined: Fri Dec 26, 2008 4:56 pm
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
...And you expect me to continue this into a flamewar?
Seriously, I literally never released any games made with the code that was decompiled. I'm glad that I lost my computer, because I actually not only lost the gmk files, but I also lost AoDD which had stolen data. The closest things that I released were the anniversary game, which was a replica of the game to the best of my ability, and the video of ET vs Dancing Duck, which was actually from stolen code.
I truly regret downloading that stupid decompiler and am happy that it got deleted from the internet. There's no games for it to decompile where it is now. I wish you would just forgive me.
Seriously, I literally never released any games made with the code that was decompiled. I'm glad that I lost my computer, because I actually not only lost the gmk files, but I also lost AoDD which had stolen data. The closest things that I released were the anniversary game, which was a replica of the game to the best of my ability, and the video of ET vs Dancing Duck, which was actually from stolen code.
I truly regret downloading that stupid decompiler and am happy that it got deleted from the internet. There's no games for it to decompile where it is now. I wish you would just forgive me.
- StinkerSquad01
- Rainbow AllStar
- Posts: 4251
- Joined: Mon Aug 09, 2010 3:39 am
You are very harsh when you're angry...MyNameIsKooky wrote:And knowing how awful you are at Game Maker, you wouldn't know how to make something new that fits in with my engine.DEEMAN223344 wrote:It took me at most a week to be able to fluently understand ET when I decompiled it.MyNameIsKooky wrote:Also, it's better if you make the engine yourself, that way you'll understand exactly how it works as you're making the game.
You mean ripoffs. It's game-stealing *sstards like you that make me want to stop making games.DEEMAN223344 wrote:I even started 2 fangames using it.
- MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9712
- Joined: Mon Dec 01, 2008 10:18 pm
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
That's all you really had to say.MyNameIsKooky wrote:I want him to never bring up the subject again.Emerald141 wrote:What else do you want, really?
I will not bring up the subject again.
Je n'évoquerai pas le sujet encore.
我不再會提出主題。
I think I've said it enough times.
- MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9712
- Joined: Mon Dec 01, 2008 10:18 pm
Step: If there isn't a collision with a solid object, the gravity will be set to 4.
Collision with ground: You will move at speed 0 down, left, and right.
Press left/right: Move left/right at speed 4.
Release left/right: Move left/right at speed 0.
Collision with ground: You will move at speed 0 down, left, and right.
Press left/right: Move left/right at speed 4.
Release left/right: Move left/right at speed 0.
i should change my signature to be rude to people who hate pictures of valves
- MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9712
- Joined: Mon Dec 01, 2008 10:18 pm
Make sure the direction is set to 270. Here's the pseudo-code I use in all of my platforming games (click on the "Show Information" button in the object editor to see the pseudo-code on your object):Nobody wrote:Step: If there isn't a collision with a solid object, the gravity will be set to 4.
Code: Select all
if relative position (0,1) is collision free for Only solid objects
set the gravity to 0.8 in direction 270
else
set the gravity to 0 in direction 270
Don't use the arrow thingies for movement, they work horribly when it comes to moving while airborne. Instead, use Jump to Position (make sure the "relative" box is checked).Nobody wrote:Press left/right: Move left/right at speed 4.
Release left/right: Move left/right at speed 0.
If you want an object to stop moving in all directions, just toggle the square in the middle of the arrow thingies. You don't have to press all of them. Here's the collision pseudo-code I use:Nobody wrote:Collision with ground: You will move at speed 0 down, left, and right.
Code: Select all
move in direction direction at most 16 till a contact with solid objects
start moving in directions 000010000 (which is the box thingy in the middle) with speed set to 0
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
- MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9712
- Joined: Mon Dec 01, 2008 10:18 pm
I just use an alarm.boywhoflies wrote:How I did it(IIRC):
Have a varible called "pain"
Make "pain" go down by one each step
When it's made that you can get hurt, check if pain is smaller than 1. If so, then you get hurt.
When you do get hurt, set pain to how many steps it should before you can get hurt again
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm
You might need that extra alarm later on, though.MyNameIsKooky wrote:I just use an alarm.boywhoflies wrote:How I did it(IIRC):
Have a varible called "pain"
Make "pain" go down by one each step
When it's made that you can get hurt, check if pain is smaller than 1. If so, then you get hurt.
When you do get hurt, set pain to how many steps it should before you can get hurt again
- MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9712
- Joined: Mon Dec 01, 2008 10:18 pm
If you need more alarms, then just make invisible objects...boywhoflies wrote:You might need that extra alarm later on, though.MyNameIsKooky wrote:I just use an alarm.boywhoflies wrote:How I did it(IIRC):
Have a varible called "pain"
Make "pain" go down by one each step
When it's made that you can get hurt, check if pain is smaller than 1. If so, then you get hurt.
When you do get hurt, set pain to how many steps it should before you can get hurt again
- boywhoflies
- Rainbow Spirit Chaser
- Posts: 5510
- Joined: Thu Jun 26, 2008 3:16 pm