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dlcs18
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Post by dlcs18 » Sat May 02, 2009 9:52 pm

Hmm... It worked when I was testing it in my own game file with your object information.
I don't really know what you should do now. :(
You can either experiment with the object actions to see if you can make it work, or you can wait until Blast!10 gets on Skype so I can ask him to help you. He is more experienced with GM than me. :wink:

Blast!10 won't be on for a while since it's 0:50 AM where his place is, so I recommend experimenting with the object because you can do that faster. :wink:
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Post by Nobody » Sat May 02, 2009 9:57 pm

Are the UFO's supposed to do anything besides just stand in places until you click them?
i should change my signature to be rude to people who hate pictures of valves
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jdl
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Post by jdl » Sat May 02, 2009 10:00 pm

Ok Dlcs 18.
Nobody wrote:Are the UFO's supposed to do anything besides just stand in places until you click them?
That's all they do. :|
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DEEMAN223344
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Post by DEEMAN223344 » Sun May 03, 2009 12:23 am

___________________________________________
FATAL ERROR in
action number 1
of Mouse Event for Left Button
for object Start Button:

Moving to next room after the last room.
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dlcs18
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Post by dlcs18 » Sun May 03, 2009 12:30 am

OK, I found two bugs.
1. What DEEMAN said: at the end of the 2 levels if you click on "Start Game" again it will give an error.
2. There is an exit right at the start of Level 2. :wink:
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Post by jdl » Sun May 03, 2009 12:41 am

dlcs18 wrote:OK, I found two bugs.
1. What DEEMAN said: at the end of the 2 levels if you click on "Start Game" again it will give an error.
2. There is an exit right at the start of Level 2. :wink:
1. There are no other rooms after that to go into so it crashes. :wink:

2. That was supposed to be removed before the demo was released but I forgot to remove it!!!

EDIT: I figured out what was wrong with #1.
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dlcs18
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Post by dlcs18 » Sun May 03, 2009 12:56 am

jdl wrote:1. There are no other rooms after that to go into so it crashes. :wink:
But this is where you are pressing "Start Game" for the second time. So you would expect it to start the game again rather than crashing. Rite? :?
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Post by jdl » Sun May 03, 2009 12:58 am

I have the Start Button set to go to next room. :wink:

Don't worry, I'll fix it! :D

I'm also gonna have a level select screen!
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dlcs18
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Post by dlcs18 » Sun May 03, 2009 1:01 am

jdl wrote:I have the Start Button set to go to next room. :wink:

Don't worry, I'll fix it! :D

I'm also gonna have a level select screen!
kk, cool. :D
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Post by Qloof234 » Sun May 03, 2009 1:04 am

"Don't let your eyes deceive you...

When the pieces fall into place, the underlying logic is revealed!"


Hmmmm...

Image

Check out the error message again:
DEEMAN223344 wrote:FATAL ERROR in
action number 1
of Mouse Event for Left Button
for object Start Button:

Moving to next room after the last room.
Moving to next room after the last room seems to suggest that the game is trying to move past level 2 into an area that doesn't exist!

An idea to test this: Have level 1's exit object make the player go back to the main menu - if clicking on the Start Button makes the game go to Level 2, then logically that's the cause of the crash!



Well, I know nothing about GM7 at the moment, but it's a guess. :lol:


EDIT: Dammit, I was too late. :lol:
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Post by jdl » Sun May 03, 2009 1:04 pm

Ok, I've put a LOT of work into this! I now present: Stinky's Labyrinth Demo 2!

New features:

3 New Levels!
A Level Select Screen!
The Ability To See What Level Your On! (lol)

Link: http://download99.mediafire.com/yhtbc09 ... Demo+2.exe

Future Plans (Please, if you know how to do any of these except #2, post how):

1. A button that solves the level automatically when clicked!
2. 20+ Levels!
3. Remove the footstep noise and add in music. I know what music I want, but I can't find it anywhere. If your interested in helping me out, PLEASE PM me!!!
4. Get that Chomper animation!!!!!!!!!!

Please post comments! :D More levels to come!

jdl
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dlcs18
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Post by dlcs18 » Sun May 03, 2009 5:39 pm

jdl wrote: 1. A button that solves the level automatically when clicked!
---
3. Remove the footstep noise and add in music.
1. Why would you want that, really? I think it's much better without. I'm glad SMG didn't have a feature like that because there were some levels that I would have used it cause the level was so frustrating (read: Lava Spire Daredevil Run), but since it wasn't there. I just had to keep trying and then I would finally finish the level. And that feels much better!
Of course, it's your game so if you want it, just have it so when you click on the button it goes to the next room, just like when you touch an exit.

3. You can always have both the footsteps and the music in the game if you want to. :D
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Post by jdl » Sun May 03, 2009 5:54 pm

1. Nevermind, I don't want it anymore.

3. I know. But the footsteps and the music won't go well together.

Another thing... I have keys and gates now! When you run into a key, it disappears and so does the gate!!! And it wasn't hard making the gate a wall since I'm snapped to grid. :wink:

Another IMPORTANT thing I need help with: I have a Teleporter A object and I want to step into it and come out of another teleporter, but below it. I don't know if I should make a Teleporter B or not because I don't know how to make the player teleport!
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Post by dlcs18 » Sun May 03, 2009 6:13 pm

jdl wrote:Another IMPORTANT thing I need help with: I have a Teleporter A object and I want to step into it and come out of another teleporter, but below it. I don't know if I should make a Teleporter B or not because I don't know how to make the player teleport!
When I first started Game Maker this was a question I asked on the GMC. :D

Make a event which is the player collision with teleporter A and put in a "Jump To Position" action.
In x: put teleporterb.x (or whatever the teleporter B object is called, just make sure it has a ".x" at the end)
For y, do the same except replace x with y
That should work.
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Post by Qloof234 » Sun May 03, 2009 6:36 pm

I found a bug in the UFO - Score routine.

If you click a UFO and then restart the level by walking into a wall, you still have the points from before. :shock:
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Post by jdl » Sun May 03, 2009 6:54 pm

It worked! But say I wanted to come back... I would hit A again and go back to B and then it would be an infinite loop! :(

EDIT: I don't know how to fix that Qloof... :(
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Post by dlcs18 » Sun May 03, 2009 7:06 pm

jdl wrote:It worked! But say I wanted to come back... I would hit A again and go back to B and then it would be an infinite loop! :(
I don't exactly know what you mean...

For the UFO score thingy, I do not know how to fix that right now but I am gonna do some testing with GM and I'll post when I have found a cure for the disease... like I told Qloof yesterday. :lol:
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Post by jdl » Sun May 03, 2009 7:15 pm

What I mean is, I'll teleport back to A once I teleport to B! And B, A, B, A... You get what I'm saying now? So I either need to not teleport when I hit the other one, or run some kinda checking thing and it teleports to a free space becide the other teleporter.

As for the UFO Score, I dunno if I should keep it or not. If you can fix it, I'll keep it. Otherwise, I'll remove it.
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Post by dlcs18 » Sun May 03, 2009 7:36 pm

Image
I FOUND A CURE FOR THE UFO SCORE THINGY WHEN AT FIRST I THOUGHT I WOULDN'T! Wahoo!

Ok here's what to do:

Step 1: Add an event called "Create", if you haven't done so already.
Step 2: In that event add a "Set Variable" action with the information shown below.
Variable: cs
Value: score
Step 3: For the events where you collide with anything deadly such as a wall or UFO, put in a "Set Variable" action with the above information, but vice versa. (So put "score" in the variable box and "cs" in the value box)
Then it should work! :D

If you are wondering how this actually works... I'll tell you.
At the start of a level, the game tells the variable "cs" to be equal to the score.
When you kill a UFO, the score goes up, but "cs" doesn't since it's remembering what the score was at the start of the level was.
When you collide with a wall or UFO, the game tells the current score value to be the same as the value of "cs", so the current score goes back to it's original value at the start of the level.
Once you complete a level, cs will change to the current score to be ready for the next level.
Neat eh? 8)

As for the teleporters, I'll go and find a cure for that now.
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Post by jdl » Sun May 03, 2009 7:41 pm

Thanks Dr. D! (Dlcs18) I'll try that right now! :D
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Post by dlcs18 » Sun May 03, 2009 7:44 pm

I forgot to mention this:
For step 3: Make sure the set variable action comes before the restart level action, otherwise the level will restart before the set variable action can be performed! :P
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Post by jdl » Sun May 03, 2009 7:48 pm

I just noticed that whenever it didn't work the first time! :D Thanks!

EDIT: BTW, I got the m00sic!
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Post by dlcs18 » Sun May 03, 2009 8:36 pm

dlcs18 wrote:OK, what I did was implement the object information into a game file of my own to test it and change values to see if they work, and here is my solution to the player moving problem.

1. First off, delete all the "Release key" events.
2. On the "Press key" events, change the speed of the characters' movements:
For up and down: put in "2.875"
For left and right: put in "3.625"
Those values may seem awkward but it's the right value considering the grid is 23x29 while keeping it as close as possible to the original speed, which is 3. (and no, I didn't torture my brain to this. I used a calculator =P)

3. Add a new event called "End Step"
4. Add an action which checks if the object is aligned to the 23x29 grid.
5. After that, add an action which stops the player moving.

Tell me if it works. :D
...

HOLD ON FOR JUST A SLAPPING FOREHEAD SECOND...
I got it wrong! My bad...

It's not: For up and down: put in "2.875"
For left and right: put in "3.625"


It's: For up and down: put in "3.625"
For left and right: put in "2.875"

This must be why it didn't work in the first place.

Try the whole procedure again but with the changed step 2. :D
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Post by jdl » Sun May 03, 2009 9:01 pm

It worked! But I had to delete the walking animation and walking sound since neither of them will come on, which is fine!!! :mrgreen:

So... What's the news on the teleporter? :D
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dlcs18
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Post by dlcs18 » Sun May 03, 2009 9:07 pm

jdl wrote:It worked! But I had to delete the walking animation and walking sound since neither of them will come on, which is fine!!! :mrgreen:

So... What's the news on the teleporter? :D
I'm still trying to figure out how to fix the teleporter issue. :wink:
BTW: Congrats on your 1500th post. :mrgreen:
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Post by dlcs18 » Sun May 03, 2009 11:40 pm

Naw, sorry, I just can't get my head around a way to fix it right now. :|
The Eureka in this might strike tomorrow. But for now I dunno.
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Post by jdl » Sun May 03, 2009 11:47 pm

Ok. Thanks for trying though!!!

BTW, I never noticed I had that many posts lol! :lol: O_o
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Post by jdl » Mon May 04, 2009 12:22 am

Hey Dlcs18... What if I wanted the spacebar to switch from Stinky to Loof? How would I do that? :D :twisted: :idea:
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Post by dlcs18 » Mon May 04, 2009 12:41 am

In the "Stinky" object, in the create event add a Set Variable Action called char
Value 1 would be for Stinky and Value 2 would be for Loof
So put in value 1 for stinky
and make an event called "Press Space" and put in these actions:
Check Variable char is equal to 1
Set Variable char to 2
Else
Set Variable char to 1
That will toggle the value every time you press space. Now to add the actions that actually make this affect the Stinkers:
On Stinky object, on every arrow key press event, put at the start:
Check Variable char is equal to 1
On Loof's one, put in every arrow key press event:
Check Variable char is equal to 2

I haven't tested this so I can't guarantee it will work but try it.
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Post by jdl » Mon May 04, 2009 1:10 am

It would seem like it would work, but it doesn't for some odd reason... :?
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