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Posted: Sun Oct 30, 2011 1:42 am
by DEEMAN223344
Thanks!
BTW, I just listened to the Portal 2 credits theme for the first time. It's scary how fitting it is DEEPARAEVILMAN's full backstory. Maybe a surprise for you who will beat the game?
Posted: Mon Oct 31, 2011 12:04 am
by DEEMAN223344
Posted: Mon Oct 31, 2011 12:46 am
by boywhoflies
Me plai now
Well, right after I upload that thing I'm uploading.

Posted: Mon Oct 31, 2011 9:40 pm
by DEEMAN223344
So, how's the demo?
BTW MNIK, I need help on the death and save engine.
Posted: Mon Oct 31, 2011 9:44 pm
by boywhoflies
I had to go to bed right after I downloaded it.
Anyway, I loved it. Exept for the views, you still kinda need to guess if there's something to land on. But that's my only complaint.
You can jump over Soap, but it seems he usaly/allwas destroys walls you will need if he's in front of you.
BTW, The Simpsons Game music?
Posted: Mon Oct 31, 2011 9:51 pm
by DEEMAN223344
Yes. It was also intended for you to run away from Soap.
Thanks!
Posted: Tue Nov 01, 2011 7:32 pm
by MyNameIsKooky
I missed the anvil on the Soap chase and ended up getting stuck. You should make a proper exit.
Also, fix the views or suffer my curse.
Posted: Fri Nov 04, 2011 9:41 pm
by DEEMAN223344
Both problems fixed.
New problems:
A) I haven't said this enough? The death engine is crap.
B) I made a Tiny Toaster engine myself in order to flow along with the plot, but DD is too tall to shoot them.
Posted: Fri Nov 04, 2011 10:29 pm
by Nobody
DEEMAN223344 wrote:B) I made a Tiny Toaster engine myself in order to flow along with the plot, but DD is too tall to shoot them.
YES. KEEP IT THAT WAY!!!
Posted: Fri Nov 04, 2011 10:38 pm
by DEEMAN223344
And how do you defeat them then?
On a related note, GM is being evil again and reverted to lite. Can someone PM me a different activation code?
Posted: Fri Nov 04, 2011 10:47 pm
by StinkerSquad01
DEEMAN223344 wrote:On a related note, GM is being evil again and reverted to lite. Can someone PM me a different activation code?
Wouldn't that be illegal? Can't you contact customer support?
Posted: Sat Nov 05, 2011 12:17 am
by boywhoflies
Tiny Toaster ideas:
-Give DD the ability to crouch and shoot lower.
-Make the TTs jump higher.
-Make the TTs bigger.
Posted: Sat Nov 05, 2011 2:28 am
by DEEMAN223344
StinkerSquad01 wrote:DEEMAN223344 wrote:On a related note, GM is being evil again and reverted to lite. Can someone PM me a different activation code?
Wouldn't that be illegal? Can't you contact customer support?
not if i paid for it originally. You can't pirate something you've already purchased. Besides, Last time I got a reply, it reactivated by itself.
Posted: Sat Nov 05, 2011 2:32 pm
by DEEMAN223344
Okay, Now GM is just playing games with me. I reverted to Pro again.
Posted: Thu Nov 10, 2011 10:34 pm
by DEEMAN223344
I'm also going to work on alternate versions of the plot for different playable characters.
Here's the difference between a scene in the normal game and the soap version.

Posted: Thu Nov 10, 2011 10:42 pm
by boywhoflies
I like. :3
Posted: Thu Nov 10, 2011 11:05 pm
by Micman27
oh my gosh everything TOAST D:
Posted: Fri Nov 18, 2011 11:38 pm
by Master Wonder Mage
By the way, for the death engine, I don't see what's so bad about it. Just do like in ET and make it sleep for a second. That's my only advice for it.
Posted: Fri Nov 18, 2011 11:51 pm
by DEEMAN223344
It just didn't work, so I made it like ET.
Posted: Sun Nov 20, 2011 3:10 pm
by DEEMAN223344
Okay, Revelation time.
This game will, at first, be divided into chapters.
That is, until ET kidnaps you in the Wominator after Level 3, where things change.
The game will require you to complete chapter 2 in Worminator before you can return to the normal hub.
Afterwards, it will spit. Green Apples will appear in cages all over. Some Chapters require you to free apples. Generally, the only levels with more than one Apple are the ones in the Worminator Worlds. Worminator Worlds have Dungeons available after all of their levels are beaten. That is where you fight the boss and get keys, which are required to fight the final boss.
Posted: Sun Nov 20, 2011 7:22 pm
by DEEMAN223344
Posted: Sun Nov 20, 2011 7:51 pm
by MyNameIsKooky
Post the pseudo-code for whatever lava objects there are.
Also, how do you have the EnemyDie sound effect from my games? I thought you said you deleted the decompiled files.
Posted: Sun Nov 20, 2011 8:13 pm
by DEEMAN223344
I did delete them. I had to record the game audio myself in order to rip it.
Here's the Code:
Deeman using Game Maker wrote:Information about object: LavaRising
Sprite: LAVATOP
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
start moving in directions 000000010 with speed set to .25
set variable speed2 to 4
set variable lavatimes to 0
set Alarm 0 to 128
Alarm Event for alarm 0:
for all LavaRising: set variable lavatimes relative to 1
create instance of object BottomRising at relative position (0,32)
if lavatimes is equal to 10
start moving in directions 000000010 with speed set to .5
set Alarm 0 to 64
else
if lavatimes is equal to 20
start moving in directions 000000010 with speed set to 1
set Alarm 0 to 32
else
if lavatimes is equal to 40
start moving in directions 000000010 with speed set to 5
set Alarm 0 to 6.5
else
set Alarm 0 to 128
Game Maker using Deeman wrote:Information about object: BottomRising
Sprite: LAVA
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Step Event:
if at relative position (0,-15) there is not object LavaRising
if sprite_index is not equal to LAVATOP
set the sprite to LAVATOP with subimage 0 and speed 1
Posted: Sun Nov 20, 2011 8:21 pm
by MyNameIsKooky
You probably don't need that stuff in the step event for BottomRising.
I'm not sure exactly what you're trying to do with LavaRising. Are you trying to make it speed up over time?
Posted: Sun Nov 20, 2011 8:28 pm
by DEEMAN223344
MyNameIsKooky wrote:You probably don't need that stuff in the step event for BottomRising.
I'm not sure exactly what you're trying to do with LavaRising. Are you trying to make it speed up over time?
For the BottomRising, I added that for when the problem was happening.
For the LavaRising, I was trying to speed it up over time, and also keep creating BottomRising below it.
Posted: Sun Nov 20, 2011 8:33 pm
by MyNameIsKooky
Rising lava creating "lava trails" to signify flooding is kind of glitchy. For BottomRising, put this in the create event:
Code: Select all
Create Event:
scale the sprite with 1 in the xdir, 20 in the ydir, rotate over 0, and no mirroring
That way, you won't need to have LavaRising create more BottomRisings. You can just have the largely-scaled BottomRisings move up along with the LavaRisings. In the create event of either BottomRising or LavaRising, set it so that they both start moving up at the same speed.
To make them speed up at a constant rate, have one of them set both of their speeds relative to 0.1 (or something higher) in an alarm event.
If you still can't get it to work, I'll make an example.
Posted: Sun Nov 20, 2011 9:00 pm
by DEEMAN223344
It worked. Thanks!
Posted: Mon Nov 21, 2011 1:09 am
by DEEMAN223344
I have an idea for the third level, but there's one problem:
http://www.youtube.com/watch?v=5ABEQ4vf ... re=related
Posted: Mon Nov 21, 2011 11:12 pm
by Micman27
I got the video "I am Evil Homer"
If you are just kidding, then LISHDLSKJ
If you are not, then theres too many toasters!
in other words i dunno what you are getting at if your not lying
Posted: Mon Nov 21, 2011 11:23 pm
by DEEMAN223344
I couldn't find any "Evil Deeman" videos, so I had to improvise.
But seriously, I'm going to unleash utter evil on Dancing Duck's house in the third level.