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Posted: Thu Nov 24, 2011 8:55 pm
by StinkerSquad01
Does anyone have a good teleport/warp sound that's short?
Posted: Thu Nov 24, 2011 10:09 pm
by Micman27
No, but I want to tell you something about the up/down arrows in the drag/drop.
When you surround 2 actions at once (or even more) with the arrows, it will happen at once. So if you want something like
if variable global.letter equals to 1
if variable global.letterastop equals to 0
start of a block
draw text A at 0,0
say message (or something) You have put in A.
global.letterastop equals to 1
end of a block
For short, that will draw the text A at the top left of the screen, a message will say "You have put in A." And then it will stop. I do not know if it works.
Posted: Fri Nov 25, 2011 5:49 am
by StinkerSquad01
Don't forget to check the front page to see if I added any new features!

Posted: Fri Nov 25, 2011 7:47 pm
by StinkerSquad01
DP:
Another screeny. (The pink blocks change color.)
Posted: Sat Nov 26, 2011 6:06 am
by StinkerSquad01
I'm unsure when to allow you to go to shops. Would anyone like to make a suggestion?
Posted: Sat Nov 26, 2011 6:16 am
by MyNameIsKooky
Is the game linear (as in, you can't go back and replay levels) or is it hub-based?
Posted: Sat Nov 26, 2011 5:42 pm
by StinkerSquad01
As of right now, it's linear. I was thinking after you complete the world, you can go back and replay levels individually, and in other worlds too.
Posted: Sat Nov 26, 2011 6:07 pm
by StinkerSquad01
I'm going to get pro today!
Posted: Sat Nov 26, 2011 6:08 pm
by boywhoflies
Yay!

Posted: Sun Nov 27, 2011 2:25 am
by StinkerSquad01
Meh, I am getting the pro edition once I finish my make-up work.

At least I only have common Social Studies homework.

Posted: Sun Nov 27, 2011 8:32 pm
by StinkerSquad01
Posted: Sun Nov 27, 2011 9:06 pm
by StinkerSquad01
I'm unsure on how I want the Hub to work, too. Voidy hasn't bought any special abilities in the beginning of the game besides the cursor-power that can activate something, and I don't want to overuse the EXIT portals.
Posted: Mon Nov 28, 2011 3:05 am
by StinkerSquad01
Got Pro!

Now, to work out some particle systems..

Posted: Tue Nov 29, 2011 2:42 am
by StinkerSquad01
Hm..this particle system should work fine. What's wrong with it?
Code: Select all
Information about object: obj_exitportal
Sprite: sprite24
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent:
Mask:
Create Event:
create particle type 0 to have shape spark or sprite , size between .1 and .1, and increasing with 0
set the color for particle type 0 to be changing with colors 65408 and 16711935 and set the alpha ranging from .5 to 0
set the gravity for particle type 0 to .5 in direction 270
set the life time for particle type 0 to lie between 40 and 50
Step Event:
create emitter 0 with shape ellipse of area x+42 - x+43 by y+42 - y+43
burst 3 particles of type 0 from emitter 0
Collision Event with object obj_voidy:
if next room exists
destroy the particle system
destroy emitter 0
go to next room with transition effect Fade out and in
Draw Event:
at relative position (0,0) draw image -1 of sprite sprite24
at relative position (8,-18) draw text: EXIT
Posted: Tue Nov 29, 2011 2:47 am
by MyNameIsKooky
I've never actually seen anyone use a particle system before.
Just use effects. They're much easier to use.
Posted: Tue Nov 29, 2011 2:49 am
by StinkerSquad01
Effects can't have gravity. I was trying to make it so colored sparks came flew out and fell to the ground.
Posted: Tue Nov 29, 2011 8:14 pm
by Sammy_Bro
Make the player "shoot" an object that has an effect. Or, use an object in place of an effect and the object has the effect in the step, and the gravity in the object step as well. Add collision if you will.
Posted: Thu Dec 01, 2011 2:40 am
by StinkerSquad01
Blumpy
>If I make a hub then do I have to make a bunch of different level entrances, one for each level?
Posted: Thu Dec 01, 2011 2:45 am
by StinkerSquad01
Micman27 wrote:No, but I want to tell you something about the up/down arrows in the drag/drop.
When you surround 2 actions at once (or even more) with the arrows, it will happen at once. So if you want something like
if variable global.letter equals to 1
if variable global.letterastop equals to 0
start of a block
draw text A at 0,0
say message (or something) You have put in A.
global.letterastop equals to 1
end of a block
For short, that will draw the text A at the top left of the screen, a message will say "You have put in A." And then it will stop. I do not know if it works.
Or..you could use triggers. :O
Posted: Thu Dec 01, 2011 2:52 am
by boywhoflies
StinkerSquad01 wrote:Blumpy
>If I make a hub then do I have to make a bunch of different level entrances, one for each level?
No, you could use creation codes. But seprate objects would be easier.
Posted: Thu Dec 01, 2011 12:42 pm
by MyNameIsKooky
StinkerSquad01 wrote:>If I make a hub then do I have to make a bunch of different level entrances, one for each level?
You need a way to play each level, so obviously you do.
Posted: Thu Dec 01, 2011 9:30 pm
by boywhoflies
^Unless you use creation codes.
This would be worthy of a shot.
Posted: Sun Dec 04, 2011 3:59 pm
by StinkerSquad01
Hey, can someone help with this issue?
I have a glass block, with is like any other block to my character, normal block that is solid, but I want it so other things, like a flask, but because the glass is solid, it won't go through!
Posted: Sun Dec 04, 2011 7:58 pm
by MyNameIsKooky
You may need to make sure the flask has no collisions with the glass object. This includes checking for solid.
Posted: Sun Dec 04, 2011 10:41 pm
by StinkerSquad01
The flask has no collisions with the object, it is non-solid but the glass is because then Voidy can fall through.
Posted: Sun Dec 04, 2011 10:43 pm
by MyNameIsKooky
Post your flask pseudo-code and your glass pseudo-code.
Posted: Sun Dec 04, 2011 10:47 pm
by StinkerSquad01
I have to transfer the new file back from a laptop I was using, so I can't right now, sorry.
Posted: Sun Dec 04, 2011 10:48 pm
by MyNameIsKooky
Then I can't really help you unless I see how you coded it.
Posted: Wed Dec 07, 2011 11:38 pm
by Sammy_Bro
Make the block solid, and have Voidy have collision, nothing else.
The problem may be that you have the glass block have the parent of the wall object.
Or add a variable for the wall for textures so in the creation code of them, they can look and act like glass, etc.
Posted: Tue Dec 20, 2011 11:41 pm
by Sammy_Bro
DPBUMP
Any progress? I like progress on good games.