
Actually, I think I'll just stick with Blocky since I've already made the title screen background.

Any news with the moving block? I'm gonna really use them with a level that has lava.

That's okay, I know how to fix it too.peegman wrote:Hey Jacob, I'm Semi-Good with Game Maker. I know how to stop the Level bug (When the message comes up with information saying there are no more levels) Maybe you could send Stinky's Labyrinth to me?jdl wrote:Hello!![]()
I'm a bit burnt out with making games at the moment...
I know how to do it. If I did it with Box Walk, you can. But heres the problem, I did it with coding, lol.jdl wrote: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.
Well here's the thing:Sammy_P wrote:I know how to do it. If I did it with Box Walk, you can. But heres the problem, I did it with coding, lol.jdl wrote: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.
Also, if you hit the sides of it the moving platform bounces back. That helped me with another VERY HARD LEVEL on Boxwalk, where you have to go through spikes BUT.
some spikes fly at you, so hard to do the 2nd one that flys at you.
Code: Select all
Information about object: boss1
Sprite: boss_one
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
COMMENT: Boss Start
set the health to 10
start moving in directions 000001000 with speed set to 5
Step Event:
COMMENT: Shoot Bullets
with a chance of 1 out of 100 do perform the next action
create instance of object bulletboss1 at relative position (0,0)
else
COMMENT: Shoot Ottos
with a chance of 1 out of 100 do perform the next action
create instance of object obj_enemy2 at relative position (0,0)
Collision Event with object playerplayer:
COMMENT: Hit the boss
set the health relative to -1
for all playerplayer: jump to position (128,416)
Collision Event with object redwall:
COMMENT: Turn around
reverse horizontal direction
Other Event: Room Start:
COMMENT: Stop music
stop sound snd_music1
COMMENT: Start boss music
play sound boss5; looping: true
Other Event: Room End:
COMMENT: Change Music
stop sound boss5
play sound snd_music1; looping: true
Other Event: No More Health:
COMMENT: Boss End
if health is equal to 0
change the instance into object obj_finishleft, yes performing events
save the game in the file savegame
Code: Select all
Sprite: GiantSpiderAngry
Solid: false
Visible: true
Depth: 999
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
set variable HP to 0
set variable HP to 500
set Alarm 0 to 250
set Alarm 1 to 505
set Alarm 2 to 20
Destroy Event:
if room is equal to 5
for other object: create a medium effect of type firework relative at (0,0) of color 0 below objects
for all StrongholdGround: destroy the instance
for all GiantSpiderAnger: set variable talked to 2
for all RedSpikeUp: destroy the instance
Alarm Event for alarm 0:
set Alarm 0 to 250
create instance of object VolcanoFlames at relative position (64,64)
start moving in directions 000101000 with speed set to 3
set the vertical speed to -18
Alarm Event for alarm 1:
set Alarm 1 to 505
create instance of object VolcanoFlames at relative position (64,64)
set the gravity to 0.6 in direction 270
Alarm Event for alarm 2:
set Alarm 2 to 20
create instance of object VolcanoFlames at relative position (64,64)
create instance of object LAZARRRFlames at relative position (64,64)
Step Event:
if relative position (2,0) is not collision free for Only solid objects
reverse horizontal direction
if relative position (-2,0) is not collision free for Only solid objects
reverse horizontal direction
if HP is smaller than 1
destroy the instance
play sound EnemyDie; looping: false
Collision Event with object Ground:
move in direction 270 at most 1 till a contact with solid objects
set the vertical speed to 0
set the gravity to 0 in direction 270
Collision Event with object You:
for other object: if air is equal to 0
set the number of lives relative to -15
play sound Hurt; looping: false
for other object: if air is equal to 1
set variable HP relative to -10
for other object: create instance of object Spark at relative position (16,32)
create instance of object -10 at relative position (0,0)
for other object: set the vertical speed to -13
Collision Event with object Reverse:
reverse horizontal direction
Collision Event with object UndergroundGround:
move in direction 270 at most 1 till a contact with solid objects
set the vertical speed to 0
Collision Event with object StrongholdGround:
move in direction 270 at most 1 till a contact with solid objects
set the vertical speed to 0
Collision Event with object BreakableGround:
move in direction 270 at most 1 till a contact with solid objects
set the vertical speed to 0
Collision Event with object LightbulbThrown:
set variable HP relative to -10
for other object: destroy the instance
for other object: create a medium effect of type flare relative at (8,8) of color 65535 below objects
play sound EnemyHurt; looping: false
create instance of object -10 at relative position (0,0)
Collision Event with object ToiletExplosion:
for other object: change the instance into object HarmlessToiletExplosion, yes performing events
set variable HP relative to -25
create instance of object -25 at relative position (0,0)
Collision Event with object OpenableA:
move in direction 270 at most 1 till a contact with solid objects
set the vertical speed to 0
Collision Event with object Jump:
set the vertical speed to -15
reverse horizontal direction
Collision Event with object CompactBallThrown:
set variable HP relative to -15
for other object: destroy the instance
for other object: create a medium effect of type flare relative at (8,8) of color 255 below objects
play sound EnemyHurt; looping: false
create instance of object -15 at relative position (0,0)
Draw Event:
at relative position (36,-32) draw the value of: HP
at relative position (12,-32) draw text: HP:
at relative position (12,-48) draw text: GIANT SPIDER
at relative position (0,0) draw image 1 of sprite GiantSpiderAngry
Why do we have to pay?jdl wrote: The game, in the end, will have to be paid for to play. Do not ask of the price right now, as I have only began working on it today, and I really don't know. However, it shouldn't be more than $10.00, as a rough estimate. The testers and designers will not have to pay for the game, as they will receive it for free.
The reason for this, is because:Joy wrote:Why do we have to pay?jdl wrote: The game, in the end, will have to be paid for to play. Do not ask of the price right now, as I have only began working on it today, and I really don't know. However, it shouldn't be more than $10.00, as a rough estimate. The testers and designers will not have to pay for the game, as they will receive it for free.That really stinks.
Well, yes. That seems like a good idea.maxnick wrote:Hmmm...
Well, if you want people to pay for it, I'd say you'll need some kind of demo or something to show people that it's a fun game that would be worth buying.
For example, with WA and WA:MOFI Patrick put a demo where you could only get a little in the game and then you would have to pay for the full game if you want to get further.
So, I think a demo version of the game when your done would be good!