Posted: Sun Sep 18, 2011 1:02 am
You can probaly find a engine toutorial off of youtube if you realy need it.
A place to discuss all things Wonderland!
https://www.pcpuzzle.com/forum/
Future Everyone wrote:No.
It took me at most a week to be able to fluently understand ET when I decompiled it. I even started 2 fangames using it.MyNameIsKooky wrote:Also, it's better if you make the engine yourself, that way you'll understand exactly how it works as you're making the game.
And knowing how awful you are at Game Maker, you wouldn't know how to make something new that fits in with my engine.DEEMAN223344 wrote:It took me at most a week to be able to fluently understand ET when I decompiled it.MyNameIsKooky wrote:Also, it's better if you make the engine yourself, that way you'll understand exactly how it works as you're making the game.
You mean ripoffs. It's game-stealing *sstards like you that make me want to stop making games.DEEMAN223344 wrote:I even started 2 fangames using it.
And then he would go to a safe place and watch the chaos.Future Evil Troll wrote:I decompiled your game and found a missing comma in it! *shot*
Remember, I stopped decompiling. And besides, The reason AoDD2 is so awful at the moment is because I was using an awful engine from when I was awful. You can't expect me to fix it overnight. Besides, right now, the worst ting about it is the death and save engine. I called out to YOU, to help me. YOU. I know Blast!10 helped you with the save engine back when ET2 was nothing. Maybe I should go to him, he was one of my few friends while I was banned, and you keep complaining about things that I apologized for.MyNameIsKooky wrote:And knowing how awful you are at Game Maker, you wouldn't know how to make something new that fits in with my engine.DEEMAN223344 wrote:It took me at most a week to be able to fluently understand ET when I decompiled it.MyNameIsKooky wrote:Also, it's better if you make the engine yourself, that way you'll understand exactly how it works as you're making the game.
You mean ripoffs. It's game-stealing *sstards like you that make me want to stop making games.DEEMAN223344 wrote:I even started 2 fangames using it.
Blast!10 had nothing to do with the production of any of the Evil Toaster games.DEEMAN223344 wrote:I know Blast!10 helped you with the save engine back when ET2 was nothing.
And you expect me to help you after outright stealing my games?DEEMAN223344 wrote:I called out to YOU, to help me. YOU.
You are very harsh when you're angry...MyNameIsKooky wrote:And knowing how awful you are at Game Maker, you wouldn't know how to make something new that fits in with my engine.DEEMAN223344 wrote:It took me at most a week to be able to fluently understand ET when I decompiled it.MyNameIsKooky wrote:Also, it's better if you make the engine yourself, that way you'll understand exactly how it works as you're making the game.
You mean ripoffs. It's game-stealing *sstards like you that make me want to stop making games.DEEMAN223344 wrote:I even started 2 fangames using it.
OK, you're forgiven. Sorry for the outburst, I've just been in a very bad mood recently.DEEMAN223344 wrote:I wish you would just forgive me.
I want him to never bring up the subject again.Emerald141 wrote:What else do you want, really?
That's all you really had to say.MyNameIsKooky wrote:I want him to never bring up the subject again.Emerald141 wrote:What else do you want, really?
Make sure the direction is set to 270. Here's the pseudo-code I use in all of my platforming games (click on the "Show Information" button in the object editor to see the pseudo-code on your object):Nobody wrote:Step: If there isn't a collision with a solid object, the gravity will be set to 4.
Code: Select all
if relative position (0,1) is collision free for Only solid objects
set the gravity to 0.8 in direction 270
else
set the gravity to 0 in direction 270Don't use the arrow thingies for movement, they work horribly when it comes to moving while airborne. Instead, use Jump to Position (make sure the "relative" box is checked).Nobody wrote:Press left/right: Move left/right at speed 4.
Release left/right: Move left/right at speed 0.
If you want an object to stop moving in all directions, just toggle the square in the middle of the arrow thingies. You don't have to press all of them. Here's the collision pseudo-code I use:Nobody wrote:Collision with ground: You will move at speed 0 down, left, and right.
Code: Select all
move in direction direction at most 16 till a contact with solid objects
start moving in directions 000010000 (which is the box thingy in the middle) with speed set to 0I just use an alarm.boywhoflies wrote:How I did it(IIRC):
Have a varible called "pain"
Make "pain" go down by one each step
When it's made that you can get hurt, check if pain is smaller than 1. If so, then you get hurt.
When you do get hurt, set pain to how many steps it should before you can get hurt again
You might need that extra alarm later on, though.MyNameIsKooky wrote:I just use an alarm.boywhoflies wrote:How I did it(IIRC):
Have a varible called "pain"
Make "pain" go down by one each step
When it's made that you can get hurt, check if pain is smaller than 1. If so, then you get hurt.
When you do get hurt, set pain to how many steps it should before you can get hurt again
If you need more alarms, then just make invisible objects...boywhoflies wrote:You might need that extra alarm later on, though.MyNameIsKooky wrote:I just use an alarm.boywhoflies wrote:How I did it(IIRC):
Have a varible called "pain"
Make "pain" go down by one each step
When it's made that you can get hurt, check if pain is smaller than 1. If so, then you get hurt.
When you do get hurt, set pain to how many steps it should before you can get hurt again