Voidy - New GM Game whose first demo will be out soon-ish!
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- StinkerSquad01
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Voidy - New GM Game whose first demo will be out soon-ish!
haha new post
UPDATE LOG (now you know what I am actually doing!)
3/5/12
•Created update log
•Created W1 Boss
•Started work on a few cutscenes
3/10/12
•Created level entrances (warp cubes)
•Other level entrance related things
UPDATE LOG (now you know what I am actually doing!)
3/5/12
•Created update log
•Created W1 Boss
•Started work on a few cutscenes
3/10/12
•Created level entrances (warp cubes)
•Other level entrance related things
Last edited by StinkerSquad01 on Sat Mar 10, 2012 10:08 pm, edited 14 times in total.
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My code I got for conveyors isn't working. Would anyone care to look at it?
Y in the place_meeting is the sprite's y + 2, which I don't understand.
Code: Select all
//going left
if place_meeting(x,y+26,/object_conveyleft/)
x-=speed of conveyor
Code: Select all
//going right
if place_meeting(x,y+26,/object_conveyright/)
x+=speed of conveyor
- MyNameIsKooky
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Oops, I had the X in there, I just copied the code from the original site to here and forgot to replace it. What about the Y though?MyNameIsKooky wrote:Well, first of all, you actually have to put in a number for the speed of the conveyors. Second of all, make sure the names of the conveyor objects match the ones in the code (you might wanna remove those slashes).
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You're supposed to leave the x. Replace "speed of conveyor" with the speed you want the conveyor to use.StinkerSquad01 wrote:Oops, I had the X in there, I just copied the code from the original site to here and forgot to replace it. What about the Y though?MyNameIsKooky wrote:Well, first of all, you actually have to put in a number for the speed of the conveyors. Second of all, make sure the names of the conveyor objects match the ones in the code (you might wanna remove those slashes).
Just to let you know about what x and y mean:
x is the x-position of the object that uses the code (in this case, the player).
y is the y-position of the object that uses the code.
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Right on it. Working on making a click on something with cursor and it toggles function now. EDIT: I got it working, but it toggles all of that item, not just one.
EDIT2: And, if anything touches it and I click it changes. Hmm.
EDIT3: I got the singular thing working, but whenever the cursor touches the object, it doesn't pass through, it just stop until the real cursor (not visible) its off of the blocks, then it jumps.
EDIT2: And, if anything touches it and I click it changes. Hmm.
EDIT3: I got the singular thing working, but whenever the cursor touches the object, it doesn't pass through, it just stop until the real cursor (not visible) its off of the blocks, then it jumps.
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[Yeah, its fine.]
Why is my cursor I made not wanting to pass through my new type on conveyor belts? There is only one event: Collision with cursor. Cursor not solid, but conveyors are! The conveyors' functions works fine (except maybe a bit too spazzy if you hold down the button), but the cursor simply does not want to touch those blocks!
Why is my cursor I made not wanting to pass through my new type on conveyor belts? There is only one event: Collision with cursor. Cursor not solid, but conveyors are! The conveyors' functions works fine (except maybe a bit too spazzy if you hold down the button), but the cursor simply does not want to touch those blocks!
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Never mind, I got it working properly, so I deleted that post. I've attached the example at the bottom of this post. It doesn't look that pretty, but that depends on the sprite you want to use for the orbs.StinkerSquad01 wrote:[Yeah, its fine.]
If an object is solid, then any non-solid objects with collisions for the conveyor will still collide with it.StinkerSquad01 wrote:Why is my cursor I made not wanting to pass through my new type on conveyor belts? There is only one event: Collision with cursor. Cursor not solid, but conveyors are! The conveyors' functions works fine (except maybe a bit too spazzy if you hold down the button), but the cursor simply does not want to touch those blocks!
- Attachments
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- WispExample.zip
- I hate circles and I hate trigonometry.
- (11.98 KiB) Downloaded 187 times
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You're welcome!StinkerSquad01 wrote:Oooh,very nice! Thank you!

The math you'll do in high school is actually pretty easy. I said I hated trigonometry because I had to come up with a way to generate a random point right on the edge of a circle, which requires trigonometry.StinkerSquad01 wrote:Suddenly I'm not so sure I will enjoy math in high school.I hate circles and I hate trigonometry.
Working with points on circles in Game Maker is a pain in the butt if you're not familiar with it. That's why I had so much trouble making the lasers in Evil Toaster 5 (although working with circles in Game Maker is getting easier for me now).
Is your "cursor" an object that's following the actual mouse?StinkerSquad01 wrote:Anyway, how can I stop the collisions with the conveyors and cursor? I have tried setting the cursor to solid, which didn't work.
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- DEEMAN223344
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Oh, right.DEEMAN223344 wrote:You must have Pro for it, though.
Well then, keep the mouse object. In the "Step" event for the mouse object, make the mouse object jump to the position (mouse_x,mouse_y). Don't give it any collision events. If you want an object to do something when clicked, then use the mouse event "Left Pressed" for the object.
So, basically, you want lines that connect between the robot and the batteries?DEEMAN223344 wrote:Kooky, You mentioned the lasers from ET5.
Could you help me with something like that? I'm going to use it for part of the first boss where 4 batteries are sending power to an evil robot, and you must destroy each battery.
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I have no collision on the cursor object, just the conveyors. I was hoping you could move the cursor over the object, click on it, and it would toggle directions. (Which reminds me, if I hold it, it spazzes out, anyway to make it just change on the click on not the hold?)MyNameIsKooky wrote:Well then, keep the mouse object. In the "Step" event for the mouse object, make the mouse object jump to the position (mouse_x,mouse_y). Don't give it any collision events. If you want an object to do something when clicked, then use the mouse event "Left Pressed" for the object.
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I meant not to have the cursor object have ANY collisions with other objects. Just use the event "Left Pressed" for the object you want to be clicked.StinkerSquad01 wrote:I have no collision on the cursor object, just the conveyors. I was hoping you could move the cursor over the object, click on it, and it would toggle directions. (Which reminds me, if I hold it, it spazzes out, anyway to make it just change on the click on not the hold?)MyNameIsKooky wrote:Well then, keep the mouse object. In the "Step" event for the mouse object, make the mouse object jump to the position (mouse_x,mouse_y). Don't give it any collision events. If you want an object to do something when clicked, then use the mouse event "Left Pressed" for the object.
Simple. Use this code in the draw event for the battery:DEEMAN223344 wrote:Yes, and the lines add to the health every 30 frames.
Code: Select all
draw_line_color(x,y,BossRobot.x,BossRobot.y,c_green,c_green)
draw_sprite(Battery,0,x,y)

EDIT: Edited the code so that it works correctly.
Last edited by MyNameIsKooky on Wed Nov 23, 2011 12:09 am, edited 1 time in total.
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Code: Select all
Information about object: obj_conveyrights
Sprite: spr_conveyrights
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent:
Mask:
Mouse Event for Left Pressed:
change the instance into object obj_conveylefts, yes performing events
Code: Select all
Information about object: obj_conveylefts
Sprite: spr_conveylefts
Solid: true
Visible: true
Depth: 0
Persistent: false
Parent:
Mask:
Mouse Event for Left Pressed:
change the instance into object obj_conveyrights, yes performing events