AoDD2: Rise of the Serpent

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DEEMAN223344
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Post by DEEMAN223344 » Wed Nov 23, 2011 12:00 am

I have a new picture.
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pic6.png
A test of the first boss.
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StinkerSquad01
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Post by StinkerSquad01 » Wed Nov 23, 2011 12:03 am

If the boss moves then do the lines follow it?
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DEEMAN223344
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Post by DEEMAN223344 » Wed Nov 23, 2011 12:05 am

I just tested it. The answer is yes.
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StinkerSquad01
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Post by StinkerSquad01 » Wed Nov 23, 2011 12:08 am

*flies back to Voidy topic to get code*
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DEEMAN223344
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Post by DEEMAN223344 » Wed Nov 23, 2011 12:21 am

Here's a video showing the movement of the boss.
http://www.youtube.com/watch?v=v6B6_eOJK1Y
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boywhoflies
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Post by boywhoflies » Wed Nov 23, 2011 12:31 am

I like. :3
Mr. Robot never dies! :D

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DEEMAN223344
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Post by DEEMAN223344 » Wed Nov 23, 2011 7:57 pm

I added gravity to the Tiny Toasters, and now they're randomly appearing eveywhere and other glitchy stuff is happening.
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StinkerSquad01
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Post by StinkerSquad01 » Wed Nov 23, 2011 7:59 pm

Maybe I could help, can you post a screenshot of the event containing gravity?
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DEEMAN223344
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Post by DEEMAN223344 » Wed Nov 23, 2011 8:04 pm

Deeman wrote:Information about object: TinyToaster

Sprite: TT
Solid: false
Visible: true
Depth: -1234
Persistent: false
Parent: et
Mask: <same as sprite>

Create Event:
set Alarm 0 to 10
start moving in directions 000101000 with speed set to 6
set variable hp to 10
set the gravity to 0.4 in direction 270

Alarm Event for alarm 0:
set Alarm 0 to 10
create instance of object TinyToast at relative position (16,15)

Step Event:
if relative position (0,1) is not collision free for Only solid objects
set the vertical speed to -2

Collision Event with object blockHQ:
reverse horizontal direction

Collision Event with object object149:
reverse horizontal direction

Collision Event with object object227:
for other object: destroy the instance
play sound EnemyHurt; looping: false
set variable hp relative to -1
if hp is equal to 0
play sound EnemyDie; looping: false
destroy the instance

Collision Event with object Reverse:
reverse horizontal direction
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StinkerSquad01
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Post by StinkerSquad01 » Wed Nov 23, 2011 8:10 pm

For Voidy, I have

Code: Select all

Step Event&#58;

COMMENT&#58; check whether in air
if relative position &#40;0,1&#41; is collision free for Only solid objects
      set the gravity to .5 in direction 270
else
      set the gravity to 0 in direction 270
COMMENT&#58; limit vertical speed
if vspeed is larger than 20
      set the vertical speed to 20
for my gravity.
Never use the arrow movement for character with gravity, instead, use jump to position with relative checked.
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DEEMAN223344
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Post by DEEMAN223344 » Wed Nov 23, 2011 8:38 pm

I got it fixed, thanks!
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StinkerSquad01
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Post by StinkerSquad01 » Wed Nov 23, 2011 8:40 pm

Sure! :D
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DEEMAN223344
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Post by DEEMAN223344 » Sun Dec 04, 2011 8:19 pm

I randomly decided to post some new code I just added to the game.
This allows the player to keep health increases.

Code: Select all

if file_exists&#40;"Ducksave.dat"&#41;
script_execute&#40;load&#41;
else
maxlives = 3
room_goto_next&#40;&#41;
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DEEMAN223344
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Post by DEEMAN223344 » Sun Dec 04, 2011 8:43 pm

I have gotten an error that shouldn't happen.

Code: Select all

___________________________________________
COMPILATION ERROR in Script&#58; save
Error in code at line 4&#58;
   global.maxlives ="+string&#40;global.maxlives&#41;"Duck.y ="+string&#40;Duck.y&#41;&#41;;
                                             ^
at position 44&#58; Symbol , or &#41; expected.
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Dec 04, 2011 9:00 pm

You have some unclosed/misplaced parenthesis and quotes.

Also, I get the feeling that you're still decompiling my games.
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DEEMAN223344
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Post by DEEMAN223344 » Sun Dec 04, 2011 9:02 pm

I am not. Why do you ask?
EDIT: Where are you talking about? I can't find any unclosed parenthesis.
Last edited by DEEMAN223344 on Sun Dec 04, 2011 9:09 pm, edited 1 time in total.
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Dec 04, 2011 9:08 pm

You are using the exact same saving method that I use.

Plus, in Fanmade Toaster 9001, your "WorldController" object uses the same sprite as my ET5 "FaceDrawer" object and they both have almost the exact same purpose.

I'm hoping you didn't lie about deleting the decompiler.
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DEEMAN223344
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Post by DEEMAN223344 » Sun Dec 04, 2011 9:19 pm

MyNameIsKooky wrote:You are using the exact same saving method that I use.

Plus, in Fanmade Toaster 9001, your "WorldController" object uses the same sprite as my ET5 "FaceDrawer" object and they both have almost the exact same purpose.

I'm hoping you didn't lie about deleting the decompiler.
So if it saves text to a file, I decompliled it? Seriously. It is a coincidence.
About the "WorldController, The sprite was supposed to mimic ET5's DoubleJump face. I just edited the face sprite I had, to do that. I just randomly picked that sprite. The world controller doesn't draw the faces, it draws the lives. The App object drew the faces until I found that I couldn't get the double jumping face to work, so I removed that code.
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Dec 04, 2011 9:29 pm

DEEMAN223344 wrote:
MyNameIsKooky wrote:You are using the exact same saving method that I use.

Plus, in Fanmade Toaster 9001, your "WorldController" object uses the same sprite as my ET5 "FaceDrawer" object and they both have almost the exact same purpose.

I'm hoping you didn't lie about deleting the decompiler.
So if it saves text to a file, I decompliled it? Seriously. It is a coincidence.
It doesn't seem like a coincidence.

A chunk of your (fixed) save code:

Code: Select all

global.maxlives = "+string&#40;global.maxlives&#41;+"
Duck.y = "+string&#40;Duck.y&#41;&#41;;
A chunk of my save code:

Code: Select all

global.itemspace&#91;0&#93; = "+string&#40;global.itemspace&#91;0&#93;&#41;+"
global.trials&#91;0&#93; = "+string&#40;global.trials&#91;0&#93;&#41;+"
global.maxsplapples&#91;0&#93; = "+string&#40;global.maxsplapples&#91;0&#93;&#41;&#41;;
Remove the arrays in mine and they're very similar.
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DEEMAN223344
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Post by DEEMAN223344 » Sun Dec 04, 2011 9:43 pm

I'm sorry that this whole coincidence is bothering you.
Two things:
When I decomplied the first time a long time ago, how did you know?
The mistakes almost prove that I wrote the code my hand this time.
Also, thanks for fixing my code.
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Dec 04, 2011 9:46 pm

DEEMAN223344 wrote:I'm sorry that this whole coincidence is bothering you.
I'm sorry to bother you about bothering me. :P
I'm still going to be watching you like a hawk, though.
DEEMAN223344 wrote:When I decomplied the first time a long time ago, how did you know?
One of the pictures you posted a while had the Lazy Square in it, immediately next to some spikes. The four floating Z's above his head, complete with the font I used, was a dead giveaway.
DEEMAN223344 wrote:Also, thanks for fixing my code.
Of course. :)
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DEEMAN223344
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Post by DEEMAN223344 » Sun Dec 04, 2011 10:00 pm

I just looked at that picture.
I'd have to say, I have mixed feelings about that rip-off.
On one hand, I had my best level design there, and I really liked that clock.
On the other, it was still a rip-off. The plot was bad, the microwaves were cheap enemies. Also, I should never have decomplied your game. I'm sorry.
BTW, Picture time!
Attachments
pic7.png
I got bored and designed the room where the lives are taken care of and the game is started.
And yes, The worminator creates a soap object, so there would be 3 Soaps if that was an actual level.
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Dec 04, 2011 10:02 pm

Roaster's been lifting weights.
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DEEMAN223344
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Post by DEEMAN223344 » Sun Dec 04, 2011 10:04 pm

indeed :lol:
OK, the game is eating me now.
Instead of loading the first level, the game closes after Sean sends Dancing Duck for the anvil.
EDIT: Solved the problem. I'm such an idiot.
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DEEMAN223344
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Post by DEEMAN223344 » Sun Dec 04, 2011 11:27 pm

The game broke again. Can you help?
http://www.mediafire.com/?h1xsrzyr0pstzfm
EDIT: The problem was that the money save file thingy was overwriting the actual save. :oops: I fixed it.
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DEEMAN223344
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Post by DEEMAN223344 » Mon Dec 05, 2011 12:41 am

EPIC CONFRONTATION
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pic8.png
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boywhoflies
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Post by boywhoflies » Mon Dec 05, 2011 2:42 am

Hey, isn't that my Worminator sprite?
Mr. Robot never dies! :D

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Technos72
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Post by Technos72 » Mon Dec 05, 2011 2:58 am

I'm finding the pictures of this game funny
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DEEMAN223344
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Post by DEEMAN223344 » Mon Dec 05, 2011 5:36 pm

boywhoflies wrote:Hey, isn't that my Worminator sprite?
Yes, It is. Thanks for it, BTW.
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DEEMAN223344
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Post by DEEMAN223344 » Mon Dec 05, 2011 8:00 pm

Why does this not work?

Code: Select all

Information about object&#58; BossHP

Sprite&#58; sprite306
Solid&#58; false
Visible&#58; true
Depth&#58; 0
Persistent&#58; false
Parent&#58; <no parent>
Mask&#58; <same as sprite>

Draw Event&#58;
draw the health bar with size &#40;view_xview,view_yview+615,view_xview+250,view_yview+640&#41; with back color black and bar color green to red
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