xWorld - not a math game
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- Sammy_P
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xWorld - not a math game
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.
- LittleZbot
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Tut tut tut.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.

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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- Sammy_P
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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
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
- boywhoflies
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- MyNameIsKooky
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MUST GET RID OF!Sammy_P wrote: 3. Cheat codes! (sorry to disappoint, but you must hex/debug the game) (cheat codes: ;drill; ;grav; ;tele;)
I'm sorry, but Cheat Codes totally ruined the Wonderland Games for me. I'd hate to see them ruin someone else's game.

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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- LittleZbot
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You might as well not tell us and remove them as soon as you are done testing. 

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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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.
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.

- MyNameIsKooky
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- MyNameIsKooky
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- MyNameIsKooky
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- MyNameIsKooky
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