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Posted: Tue Nov 22, 2011 11:11 pm
by MyNameIsKooky
I don't see any problems. It should work.
Maybe it's because you set the mouse to invisible in the Global Game Settings (if you actually did do that)?
Posted: Tue Nov 22, 2011 11:16 pm
by StinkerSquad01
I tried it with cursor visible and invisible. Voidy seems a bit off-center in the radius, is it possible to fix it or would that be annoying?
Posted: Tue Nov 22, 2011 11:19 pm
by MyNameIsKooky
It shouldn't be hard to fix.
What are the dimensions of the sprites of Voidy and the orbs?
Posted: Tue Nov 22, 2011 11:24 pm
by StinkerSquad01
Voidy: 22 by 22
Orbs: 6 by 6
Posted: Tue Nov 22, 2011 11:25 pm
by MyNameIsKooky
Resize the canvas of the orb sprite so that it is also 22x22.
Posted: Tue Nov 22, 2011 11:28 pm
by StinkerSquad01
Worked, thanks! The effect I gave Voidy looks really nice, with little fade in & out orbs like your Wisps and orbs gravitating towards Voidy!
EDIT: This is strange. I made a test on the Switch-belts so they are destroyed when clicked, and that works!
EDIT: This is
REALLY strange! The transformation works fine with the switchbelts going right, but not left!
Posted: Tue Nov 22, 2011 11:42 pm
by StinkerSquad01
I decided to make it so you right click on left-going belts to change them to right, and vice versa.
Posted: Tue Nov 22, 2011 11:49 pm
by DEEMAN223344
Game Maker wrote:
___________________________________________
ERROR in
action number 1
of Draw Event
for object DestructibleBattery:
Error in code at line 1:
draw_line_color(x,y,BossRobot.x,BossRobot.y,col_yellow,col_yellow)
^
at position 45: Unknown variable col_yellow
Posted: Tue Nov 22, 2011 11:50 pm
by boywhoflies
Aren't you supposed to use c_yellow ?
Posted: Tue Nov 22, 2011 11:51 pm
by DEEMAN223344
Ok. EDIT: It worked, Thanks BWF!
Posted: Tue Nov 22, 2011 11:52 pm
by StinkerSquad01
Aren't you supposed to be talking about this somewhere else?

(sorry couldn't help it)
Posted: Tue Nov 22, 2011 11:53 pm
by MyNameIsKooky
boywhoflies wrote:Aren't you supposed to use c_yellow ?
col_red worked for my lasers, but whatever.
EDIT: Never mind, I checked, and it was indeed c_red. Oops.

Posted: Tue Nov 22, 2011 11:53 pm
by boywhoflies
DEEMAN223344 wrote:Ok. EDIT: It worked, Thanks BWF!
YES! I did something useful!
@SS01:Yeah, I think so.

Posted: Tue Nov 22, 2011 11:57 pm
by StinkerSquad01
boywhoflies wrote:DEEMAN223344 wrote:Ok. EDIT: It worked, Thanks BWF!
YES! I did something useful!
@SS01:Yeah, I think so.

Hey BWF, since I'm constantly testing your games, you can test this once I get decent progress, if you want. MNIK, you can too if you wish since you are the one who's mainly helping me.
Posted: Wed Nov 23, 2011 12:33 am
by boywhoflies
IOU, so I will. Plus this sounds realy fun. *shot*
It died down so don't eat me
Posted: Wed Nov 23, 2011 6:49 pm
by StinkerSquad01
Hey MNIK, is it possible for your line code to work for Voidy and the cursor power? I tried to make it work but it said I needed pro.
Anyway, I am planning to use music by Bit Shifter, the artist of some the songs in BIT.TRIP BEAT and FLUX! I found the albums online and they are free to use.
Posted: Wed Nov 23, 2011 7:02 pm
by StinkerSquad01
DP
OH, YES! I found 'Left', Minusbaby's album containing some music that got used in BIT.TRIP FATE!
I found Nullsleep's album containing some trax from BIT.TRIP VOID aswell!
I found 8-bit Christmas songs! maybe I can add icey levels or something!
Posted: Wed Nov 23, 2011 8:53 pm
by StinkerSquad01
TP
Having a problem, I want it so my little room operator checks to see if Voidy is dead, if he is, then it will restart the room. When I test, the room keeps restarting.
Code: Select all
Information about object: obj_roommaster
Sprite:
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Mask:
Step Event:
if score is smaller than 1
COMMENT: test lives
If lives are smaller than 1
play sound snd_voidydeath; looping: false
sleep 1000 milliseconds; redrawing the screen: true
restart the current room with transition effect Blend
set the score to 0
Other Event: Room Start:
set the number of lives to 3
Draw Event:
draw the lives at (view_xview+4,view_yview+24) with sprite sprite19
at position (view_xview+4,view_yview+4) draw text: Life:
at position (view_xview+4,view_yview+50) draw the value of score with caption Vexes:
Posted: Wed Nov 23, 2011 9:16 pm
by MyNameIsKooky
Nah, I'd rather not test. Thanks anyways.
StinkerSquad01 wrote:Hey MNIK, is it possible for your line code to work for Voidy and the cursor power? I tried to make it work but it said I needed pro.
Try this:
Code: Select all
draw_line(x+11,y+11,mouse_x,mouse_y)
draw_sprite(Voidy,0,x,y)
StinkerSquad01 wrote:Having a problem, I want it so my little room operator checks to see if Voidy is dead, if he is, then it will restart the room. When I test, the room keeps restarting.
Note that checks like lives checks will only perform the very next action if they're true. Make sure you put all of the actions after the lives check into a block by using the arrows found under "other" in the "control" tab. That way, all of the actions after the lives check are treated as one action.
Posted: Wed Nov 23, 2011 9:56 pm
by StinkerSquad01
Thanks! Is it possible to change color or no?
Posted: Wed Nov 23, 2011 10:02 pm
by MyNameIsKooky
StinkerSquad01 wrote:Thanks! Is it possible to change color or no?
It is possible, but only if you have Pro.
Posted: Wed Nov 23, 2011 10:05 pm
by StinkerSquad01
Meh. Oh well, I got some music on here, its nice.
Posted: Thu Nov 24, 2011 3:29 am
by StinkerSquad01
Wait a sec..are alarms universal, like if I said Set alarm to 15 and then I later had another object do the same it would reset Alarm 1's value for both to 15, or is it a separate set of alarms for every object?
Posted: Thu Nov 24, 2011 3:30 am
by MyNameIsKooky
There's a separate set of alarms for each object.
Posted: Thu Nov 24, 2011 3:41 am
by StinkerSquad01
DARN. I started going up alarms as if the were universal, but that info helps!

Posted: Thu Nov 24, 2011 4:02 am
by StinkerSquad01
I thought it would be easier to use score as currency, just renamed, but I don't want it to say Score: on the game window! I disabled window captions, but that doesn't help!

Posted: Thu Nov 24, 2011 4:09 am
by MyNameIsKooky
Don't use score. Use a global variable instead. Global variables are like normal variables, except their value remains carries over to other rooms. For example:
global.money
Just use that and have the variable's value be drawn somewhere on the screen. That way, you won't have a caption from using score.
Posted: Thu Nov 24, 2011 5:03 am
by StinkerSquad01
I am still a bit confuzzled, I tried global.money but it errored saying it didn't know the variable money. Do I use it in a piece of code?
Code: Select all
___________________________________________
ERROR in
action number 3
of Draw Event
for object obj_roommaster:
Error in expression:global.money
position 8: Unknown variable money
Posted: Thu Nov 24, 2011 5:37 am
by MyNameIsKooky
Make sure that you set global.money to 0 somewhere, like in the Game Start event of the player object.
Posted: Thu Nov 24, 2011 5:40 am
by StinkerSquad01
It worked, thank you! (man, I really should be getting the stuff down by now!

)
I think I can finally start creating levels!
