Voidy - New GM Game whose first demo will be out soon-ish!

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Do you think I will be able to finish demo 1 by April?

Poll ended at Sun Apr 01, 2012 12:32 am

Yes!
6
75%
No!
1
13%
IDK
1
13%
 
Total votes: 8
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StinkerSquad01
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Post by StinkerSquad01 » Thu Nov 24, 2011 8:55 pm

Does anyone have a good teleport/warp sound that's short?
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Micman27
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Post by Micman27 » Thu Nov 24, 2011 10:09 pm

No, but I want to tell you something about the up/down arrows in the drag/drop.

When you surround 2 actions at once (or even more) with the arrows, it will happen at once. So if you want something like

if variable global.letter equals to 1

if variable global.letterastop equals to 0

start of a block

draw text A at 0,0

say message (or something) You have put in A.

global.letterastop equals to 1

end of a block

For short, that will draw the text A at the top left of the screen, a message will say "You have put in A." And then it will stop. I do not know if it works.
Image
Every Ending Matters Demo 3 progress: 0%
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StinkerSquad01
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Post by StinkerSquad01 » Fri Nov 25, 2011 5:49 am

Don't forget to check the front page to see if I added any new features! 8)
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StinkerSquad01
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Post by StinkerSquad01 » Fri Nov 25, 2011 7:47 pm

DP:

Another screeny. (The pink blocks change color.)
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voidyscreenshot03.png
voidyscreenshot03.png (28.33 KiB) Viewed 2318 times
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StinkerSquad01
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Post by StinkerSquad01 » Sat Nov 26, 2011 6:06 am

I'm unsure when to allow you to go to shops. Would anyone like to make a suggestion?
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MyNameIsKooky
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Post by MyNameIsKooky » Sat Nov 26, 2011 6:16 am

Is the game linear (as in, you can't go back and replay levels) or is it hub-based?
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StinkerSquad01
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Post by StinkerSquad01 » Sat Nov 26, 2011 5:42 pm

As of right now, it's linear. I was thinking after you complete the world, you can go back and replay levels individually, and in other worlds too.
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StinkerSquad01
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Post by StinkerSquad01 » Sat Nov 26, 2011 6:07 pm

I'm going to get pro today!
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boywhoflies
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Post by boywhoflies » Sat Nov 26, 2011 6:08 pm

Yay! :D
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StinkerSquad01
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Post by StinkerSquad01 » Sun Nov 27, 2011 2:25 am

Meh, I am getting the pro edition once I finish my make-up work. :P
At least I only have common Social Studies homework. 8)
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StinkerSquad01
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Post by StinkerSquad01 » Sun Nov 27, 2011 8:32 pm

Too bad social studies homework is TEDIOUS!! :( :( :(
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StinkerSquad01
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Post by StinkerSquad01 » Sun Nov 27, 2011 9:06 pm

I'm unsure on how I want the Hub to work, too. Voidy hasn't bought any special abilities in the beginning of the game besides the cursor-power that can activate something, and I don't want to overuse the EXIT portals.
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StinkerSquad01
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Post by StinkerSquad01 » Mon Nov 28, 2011 3:05 am

Got Pro! :D
Now, to work out some particle systems..
8)
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StinkerSquad01
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Post by StinkerSquad01 » Tue Nov 29, 2011 2:42 am

Hm..this particle system should work fine. What's wrong with it?

Code: Select all

Information about object: obj_exitportal
Sprite: sprite24
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: 
Mask: 

Create Event:

create particle type 0 to have shape spark or sprite , size between .1 and .1, and increasing with 0
set the color for particle type 0 to be changing with colors 65408 and 16711935 and set the alpha ranging from .5 to 0
set the gravity for particle type 0 to .5 in direction 270
set the life time for particle type 0 to lie between 40 and 50
Step Event:

create emitter 0 with shape ellipse of area x+42 - x+43 by y+42 - y+43
burst 3 particles of type 0 from emitter 0
Collision Event with object obj_voidy:

if next room exists
      destroy the particle system
      destroy emitter 0
      go to next room with transition effect Fade out and in
Draw Event:

at relative position (0,0) draw image -1 of sprite sprite24
at relative position (8,-18) draw text: EXIT
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MyNameIsKooky
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Post by MyNameIsKooky » Tue Nov 29, 2011 2:47 am

I've never actually seen anyone use a particle system before.

Just use effects. They're much easier to use.
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StinkerSquad01
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Post by StinkerSquad01 » Tue Nov 29, 2011 2:49 am

Effects can't have gravity. I was trying to make it so colored sparks came flew out and fell to the ground.
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Sammy_Bro
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Post by Sammy_Bro » Tue Nov 29, 2011 8:14 pm

Make the player "shoot" an object that has an effect. Or, use an object in place of an effect and the object has the effect in the step, and the gravity in the object step as well. Add collision if you will.
:D
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StinkerSquad01
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Post by StinkerSquad01 » Thu Dec 01, 2011 2:40 am

Blumpy

>If I make a hub then do I have to make a bunch of different level entrances, one for each level?
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StinkerSquad01
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Post by StinkerSquad01 » Thu Dec 01, 2011 2:45 am

Micman27 wrote:No, but I want to tell you something about the up/down arrows in the drag/drop.

When you surround 2 actions at once (or even more) with the arrows, it will happen at once. So if you want something like

if variable global.letter equals to 1

if variable global.letterastop equals to 0

start of a block

draw text A at 0,0

say message (or something) You have put in A.

global.letterastop equals to 1

end of a block

For short, that will draw the text A at the top left of the screen, a message will say "You have put in A." And then it will stop. I do not know if it works.
Or..you could use triggers. :O
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boywhoflies
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Post by boywhoflies » Thu Dec 01, 2011 2:52 am

StinkerSquad01 wrote:Blumpy

>If I make a hub then do I have to make a bunch of different level entrances, one for each level?
No, you could use creation codes. But seprate objects would be easier.
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MyNameIsKooky
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Post by MyNameIsKooky » Thu Dec 01, 2011 12:42 pm

StinkerSquad01 wrote:>If I make a hub then do I have to make a bunch of different level entrances, one for each level?
You need a way to play each level, so obviously you do.
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boywhoflies
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Post by boywhoflies » Thu Dec 01, 2011 9:30 pm

^Unless you use creation codes.

This would be worthy of a shot.
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StinkerSquad01
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Post by StinkerSquad01 » Sun Dec 04, 2011 3:59 pm

Hey, can someone help with this issue?
I have a glass block, with is like any other block to my character, normal block that is solid, but I want it so other things, like a flask, but because the glass is solid, it won't go through!
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Dec 04, 2011 7:58 pm

You may need to make sure the flask has no collisions with the glass object. This includes checking for solid.
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StinkerSquad01
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Post by StinkerSquad01 » Sun Dec 04, 2011 10:41 pm

The flask has no collisions with the object, it is non-solid but the glass is because then Voidy can fall through.
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Dec 04, 2011 10:43 pm

Post your flask pseudo-code and your glass pseudo-code.
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StinkerSquad01
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Post by StinkerSquad01 » Sun Dec 04, 2011 10:47 pm

I have to transfer the new file back from a laptop I was using, so I can't right now, sorry.
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Dec 04, 2011 10:48 pm

Then I can't really help you unless I see how you coded it.
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Sammy_Bro
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Post by Sammy_Bro » Wed Dec 07, 2011 11:38 pm

Make the block solid, and have Voidy have collision, nothing else.

The problem may be that you have the glass block have the parent of the wall object.

Or add a variable for the wall for textures so in the creation code of them, they can look and act like glass, etc.
:D
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Sammy_Bro
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Post by Sammy_Bro » Tue Dec 20, 2011 11:41 pm

DPBUMP
Any progress? I like progress on good games.
:D
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