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Posted: Sat Feb 26, 2011 8:46 pm
by MyNameIsKooky
Do you want the scorpions to have health too, or do you want to leave them as having one hit before dying?

Posted: Sat Feb 26, 2011 8:50 pm
by LittleZbot
Health, as later on there will be more and more powerful ones(maybe even one as a Mini-Boss).

Posted: Sat Feb 26, 2011 8:54 pm
by MyNameIsKooky
Alright, finished. :)

Posted: Sat Feb 26, 2011 9:06 pm
by LittleZbot
I played it for a test, and now it takes a few jumps on the Googles to defeat them. :? Can you fix that?

Posted: Sat Feb 26, 2011 9:09 pm
by MyNameIsKooky
LittleZbot wrote:I played it for a test, and now it takes a few jumps on the Googles to defeat them.
According to the code, you wanted them to have 10 HP and right now, jumps damage them by 1 HP. If you want your jumps to damage them by 10 HP, then change how much damage is inflicted upon them (which should be in Drandom's collision events).

Posted: Sat Feb 26, 2011 9:41 pm
by LittleZbot
Got it.

However, I discovered that you can jump into them from below and they will lose HP, even though it's only supposed to lose HP if you hit it from ABOVE.

I figured out why(Drandom is in the air when he hits it) But I don't know how to fix it.

Posted: Sat Feb 26, 2011 9:52 pm
by MyNameIsKooky
Well, you said you wanted it to be like Wefight...

Make it so that Drandom checks if he's above the enemy when he hits it.

Posted: Sat Feb 26, 2011 9:58 pm
by LittleZbot
How?

Again...

Posted: Sat Feb 26, 2011 10:01 pm
by MyNameIsKooky
"if Drandom.y is larger than other.y+30"

replace the air thing in the collision events with that.

Posted: Sat Feb 26, 2011 10:30 pm
by LittleZbot
I get this error:

Code: Select all

ERROR in
action number 1
of Collision Event with object Cyan_Google
for object obj_Drandom:

Error in expression:Drandom.y
 position 1: Unknown variable Drandom

Posted: Sat Feb 26, 2011 10:32 pm
by MyNameIsKooky
Whoops, I meant: obj_Drandom.y

Posted: Sat Feb 26, 2011 10:36 pm
by LittleZbot
Now It's exactly like before.

Posted: Sat Feb 26, 2011 10:37 pm
by MyNameIsKooky
Then you did something wrong.

Posted: Sat Feb 26, 2011 10:46 pm
by boywhoflies
Wait, is the Drandom object actually called obj_drandom?If not, swap the obj_drandom for the real name.

Posted: Sat Feb 26, 2011 11:22 pm
by LittleZbot
Yeah, I think it is. I can't check at the moment though. However, MyNameIsKooky has the file, so he would know.

Posted: Sat Feb 26, 2011 11:24 pm
by MyNameIsKooky
Yes, according to the error, it's obj_Drandom

Posted: Sat Feb 26, 2011 11:37 pm
by boywhoflies
Oops, I fail.

Try deleting that stuff and putting it back. GM8 dosen't like to work very much.
Sometimes a code dosen't work, then I cut it and paste it back, no changes, and it works. :lol:

Posted: Wed Mar 16, 2011 8:01 pm
by LittleZbot
I haven't been paying this too much attention because I've been busy doing other things(Like being lazy *shot*). However, I just got back on this and, for some reason, When you jump ON a Google you lose HP and if you jump INTO a Google IT loses HP.

HELP.

Posted: Wed Mar 16, 2011 8:04 pm
by MyNameIsKooky
For the position check thing, do you have the "NOT" box checked?

Posted: Wed Mar 16, 2011 8:05 pm
by MyNameIsKooky
MyNameIsKooky wrote:For the position check thing, do you have the "NOT" box checked?
When you jump on it, I mean.

Posted: Wed Mar 16, 2011 8:51 pm
by LittleZbot
Nope. :?

Posted: Wed Mar 16, 2011 9:38 pm
by MyNameIsKooky
Try checking it.

Posted: Sun Mar 27, 2011 12:28 am
by LittleZbot
Thanks!

I am going to add cages. You can push them around and if a Google collides with one, it gets caged. Once a Google is caged, you can push him the Google around until the Google manages to break free.

But, I have a question. How would you make it so that if you collide with it from the right it goes right and from the left it goes left?

Posted: Sun Mar 27, 2011 1:35 am
by MyNameIsKooky
You mean the cages?

Posted: Sun Mar 27, 2011 3:28 am
by LittleZbot
Yes. What else would I mean? I want you to be able to push the cages.

Posted: Sun Mar 27, 2011 2:53 pm
by Blast!10
In the player's collision with cage event, do this:

other.x += x-xprevious;
if y < other.y-16;
vspeed = -10;

Keep in mind, however, that the player jumps when he hits the cage from above he jumps on it. If you don't want that to happen, tell me and I'll try to think of another solution.

Posted: Sun Mar 27, 2011 11:13 pm
by Nobody
Blast!10 wrote:the player jumps when he hits the cage from above he jumps on it
what

Posted: Sun Mar 27, 2011 11:17 pm
by boywhoflies
If he lands on the cage he will jump automatically...I think.

Posted: Mon Mar 28, 2011 7:16 pm
by LittleZbot
I want it to pretty much act like a pushable wall that traps Googles that collide with it.

Posted: Wed Mar 30, 2011 10:29 pm
by LittleZbot
LittleZbot wrote:I want it to pretty much act like a pushable wall that traps Googles that collide with it.