xWorld - not a math game

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Sammy_P
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xWorld - not a math game

Post by Sammy_P » Tue Apr 19, 2011 1:05 am

This is the progress topic for xWorld.
Last edited by Sammy_P on Tue Feb 28, 2012 8:30 pm, edited 3 times in total.
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Post by LittleZbot » Tue Apr 19, 2011 2:05 am

Qloof234 wrote:Please stop making topics about projects you haven't actually started yet, let alone proclaiming how excellent your own projects will be - it doesn't increase people's expectations unless they already have a high standard to work with.
Tut tut tut. :P
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
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Post by Sammy_P » Tue Apr 19, 2011 2:26 am

IT HAS STARTED. ALREADY.
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Post by Sammy_P » Tue Apr 19, 2011 3:03 am

I am posting a sneak peek right now, but then I gotta use Windows Movie Maker to cut some parts out, then its sent to YouTube. :D
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Post by Sammy_P » Tue Apr 19, 2011 3:29 am

TP.

Enjoy. :)
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Post by LittleZbot » Wed Apr 20, 2011 10:46 pm

Nice. :)
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
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Post by Sammy_P » Wed Apr 20, 2011 11:53 pm

Thank you!

The game will NOT look like that..

1. ADs are now transparent.
2. Background!
3. Cheat codes! (sorry to disappoint, but you must hex/debug the game) (cheat codes: ;drill; ;grav; ;tele;)
4. Enemies!
5. Sound!
6. If the game FPS (Frames per second) is too low, the game trys to make the lag lower! (Not yet tested)
7. Other stuff I might have forgot
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Post by boywhoflies » Wed Apr 20, 2011 11:59 pm

If 6 is by changing the room speed, sorry, it's read-only. :(

Can I use that kind of map in a sequel to Noob Shooter?
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Post by Sammy_P » Thu Apr 21, 2011 12:03 am

Yeah..but I'll have to send you the GM81. 'but hold on, that will be tonight (maybe)'
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Post by boywhoflies » Thu Apr 21, 2011 12:04 am

It's ok. I was just asking about the look. :wink:
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Post by boywhoflies » Thu Apr 21, 2011 12:05 am

ARG I FORGOT TO SAY THANKS WHAT IS WRONG WITH ME

:lol:

Thanks! :D
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Post by Sammy_P » Thu Apr 21, 2011 12:09 am

Actually..

Do you want it in GMK or GM81?

Quote this, then put the choice in the bold part.

REMOVE THIS AND REPLACE IT WITH YOUR ANSWER
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Post by MyNameIsKooky » Thu Apr 21, 2011 12:10 am

Sammy_P wrote:Do you want it in GMK or GM81?
GAME MAKER 8.1 USES A NEW FILE EXTENSION?! :(
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Post by boywhoflies » Thu Apr 21, 2011 12:12 am

Sammy_P wrote:Actually..

Do you want it in GMK or GM81?

Quote this, then put the choice in the bold part.

Neither. I just wanted to give Noob Shooter 2 a similar look.
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Post by Sammy_P » Thu Apr 21, 2011 12:14 am

MyNameIsKooky wrote:
Sammy_P wrote:Do you want it in GMK or GM81?
GAME MAKER 8.1 USES A NEW FILE EXTENSION?! :(
You can still use 8.1 to open GMKs. :roll:
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Post by MyNameIsKooky » Thu Apr 21, 2011 12:15 am

Sammy_P wrote:
MyNameIsKooky wrote:
Sammy_P wrote:Do you want it in GMK or GM81?
GAME MAKER 8.1 USES A NEW FILE EXTENSION?! :(
You can still use 8.1 to open GMKs. :roll:
Obviously, but you can't open GM81 with previous versions.
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Post by Sammy_P » Thu Apr 21, 2011 12:17 am

MyNameIsKooky wrote:
Sammy_P wrote:
MyNameIsKooky wrote:
Sammy_P wrote:Do you want it in GMK or GM81?
GAME MAKER 8.1 USES A NEW FILE EXTENSION?! :(
You can still use 8.1 to open GMKs. :roll:
Obviously, but you can't open GM81 with previous versions.
kthxbai

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Post by LittleZbot » Thu Apr 21, 2011 1:20 am

Sammy_P wrote: 3. Cheat codes! (sorry to disappoint, but you must hex/debug the game) (cheat codes: ;drill; ;grav; ;tele;)
MUST GET RID OF!

I'm sorry, but Cheat Codes totally ruined the Wonderland Games for me. I'd hate to see them ruin someone else's game. :(
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Post by Sammy_P » Thu Apr 21, 2011 1:48 am

Why? You cannot do anything to get to them, only I can.
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Post by MyNameIsKooky » Thu Apr 21, 2011 2:33 am

Sammy_P wrote:Why? You cannot do anything to get to them, only I can.
So why are you telling us?
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Post by LittleZbot » Thu Apr 21, 2011 2:56 am

You might as well not tell us and remove them as soon as you are done testing. :P
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
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Post by MyNameIsKooky » Sun Apr 24, 2011 12:38 am

How did you give the X a trail?
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Post by Sammy_P » Sun Apr 24, 2011 12:49 am

Create a new sprite. Make it the same as the player sprite, but make it slowly disappear.

Create a new object with the sprite. Add an -Animation End- event, and put in the action -Destroy the instance-. Set it to self.

In the Player object, create an -Begin Step- event, in that add this action. -Create instance, 0x,0y, relative, the Trail object-.

Play, and you should see a trail.

However, MY trail makes the game non-lag on what your FPS is, if it is high, the trail should be long, low FPS makes a short trail. 8)
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Post by MyNameIsKooky » Sun Apr 24, 2011 12:51 am

Sammy_P wrote:Create a new sprite. Make it the same as the player sprite, but make it slowly disappear.
This was all I needed, thanks. :)
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Post by Sammy_P » Sun Apr 24, 2011 1:37 am

No problem.

BTW, where are you going to use the trails? :?:
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Post by MyNameIsKooky » Sun Apr 24, 2011 1:38 am

I was going to use them while the Apple D-Smashes in Evil Toaster 4. However, I decided against it because it would look bad if the apple's still spinning from a double jump.
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Post by Sammy_P » Sun Apr 24, 2011 1:41 am

You could make a separate sprite of The Apple with a spinning trail. You might need another Variable to see if you are double-jumping. (if so already, you just need to make it so the trail object changes its sprite to your double-jump (if you are, and if you are not))
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Post by MyNameIsKooky » Sun Apr 24, 2011 1:43 am

I was thinking of doing that, but the trail wouldn't be in sync with the spinning apple's subimage.
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Post by Sammy_P » Sun Apr 24, 2011 1:45 am

Maybe another variable on what subimage the double-jump sprite is on? If it works?
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Post by MyNameIsKooky » Sun Apr 24, 2011 1:47 am

I think that something along the lines of

spinningphase = subimage

(with spinningphase being the variable)

but knowing my luck that probably won't work.
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