Only players and objects can go through teleporters as well as ice
conveyors and bridges in RTW and WSW and Wonderland (the actual
one game)
EDIT: 5 pages!¡!¡!
This has nothing to do with my game, but another game I'm making. There is this object called "sand". And when the player walks into it, I want JUST THE SAND HE WALKED INTO, to be destroyed. I don't know how to do this, because all the sand will be destroyed!
jdl wrote:This has nothing to do with my game, but another game I'm making. There is this object called "sand". And when the player walks into it, I want JUST THE SAND HE WALKED INTO, to be destroyed. I don't know how to do this, because all the sand will be destroyed!
When the player collides with the sand, do you set the action to apply to "Object: Sand"?
If yes, then
(Sorry, I just couldn't help it!)
Anyway, if you have, set it to "Other" instead. See if that works.
If you haven't... could you give me the object info for the player? I might be able to find the problem in it then.
Last edited by dlcs18 on Wed May 06, 2009 6:24 pm, edited 1 time in total.
Other works! Thanks! BTW, everything is snapped to a 16 x 16 grid. Can you figure out what would be the best moving speed like you did for Stinky's Labyrinth?
jdl wrote:Other works! Thanks! BTW, everything is snapped to a 16 x 16 grid. Can you figure out what would be the best moving speed like you did for Stinky's Labyrinth?
1, 2, 4, 8 speed all work with 16x16... but I recommend 2.
Off topic: I am playing Poyo Pop
I chose 4. Thanks! Now if I can only work out this thing that is bugging me...
I want the player to move one step, and if your still holding the button, move non-stop. And it takes half a second to check if your still holding the button.
Nobody wrote:In WA, they don't go through teleporters
Off topic, but it's actually a little more subtle than that in WA. A fully activated teleporter apparently blocks chompers, but a chomper can move onto a location where the teleporter is still activating, and then when the teleporter becomes fully activated the chomper will be teleported. Actually, it's probably a bug that active teleporters block chompers, since it looks like all other monsters can go through teleporters no problem.
Finally got around to playing Stinky's Labyrinth on an XP computer. Very nice!
If you're planning to extend the game further, I have a suggestion: it'll be fun if the score can be tied to how long it takes for someone to complete the level.
cbloopy wrote:Finally got around to playing Stinky's Labyrinth on an XP computer. Very nice!
If you're planning to extend the game further, I have a suggestion: it'll be fun if the score can be tied to how long it takes for someone to complete the level.
Now presenting a NEW game! The Adventures of Blocky! It's a platformer game that I'm starting to make. I have programmed the jumping already, so that's good. I dunno when the demo will be out, so it might be awhile... Until then, enjoy this picture of the title screen!
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the picture looks great! good luck on your second game,jdl.
Too busy with EHM2007
My record:
Atlanta Thrashers: 1 Stanley cup (4 seasons)
Detroit Red Wings: 4 Stanley cups (8 seasons)
Dallas Stars: 1 Stanley cup (2nd season in progress)
Thanks Blasty! I'll be sure to try changing it. Also, I need help with something. There is a moving block in the game. I get on top of it and stay on top, but I don't move with it. AND I can't jump off of it!!! Plus, when I hit the left or right side of it, it stops moving and I get cought inside of it! I can only get out of it if I press the direction of which it's going at.
Blast!10 wrote:I've been trying to deal with that for AGES. Still haven't found a solution.
I'll try to, though... I don't think it will be that hard.
Ok.
Also... I'm planing on having a boss battle at the end of the game. I need to figure out how to make my player shoot bullets when I collect a gun power-up and set the boss to have HP... Don't worry, he'll be a easy boss.
This is just a theory (no code, I know nothing about GM at all), but wouldn't it be possible to either a) Set up a counter in the shape of a bar, or b) have separate blocks for each hit that are destroyed as the health bar goes down?
I don't know if they're actually possible, but that might work.