Show Posts
|
|
Pages: [1] 2 3 ... 7
|
|
1
|
Games / Source / Re: Are you willing to share your code?
|
on: March 15, 2010, 05:21:36 PM
|
|
I'd probably share mine if anyone expressed any interest in it. On the other hand, few of the changes I made were technically interesting, so I would think that anyone with a serious interest in modding could recreate most of it. Also, I don't write particularly elegant code, so it'd probably be tough to seperate out the interesting bits.
|
|
|
|
|
2
|
Games / Source / Re: The Spelunky AI Challenge
|
on: March 15, 2010, 05:17:47 PM
|
|
It's not all that difficult to make it so that a script controls the speluker's movements, but it's much more difficult to write the actual script. In between would be sorting out how to pass world state into the script.
|
|
|
|
|
3
|
Games / Source / Re: Game Maker Help Thread!
|
on: March 13, 2010, 12:35:13 AM
|
|
@TailorTF, global.message = "FIRST LINE OF TEXT HERE"; global.message2 = "SECOND LINE OF TEXT HERE"; global.messageTimer = 120; // or however long you want it to stick around
|
|
|
|
|
4
|
Games / Source / Re: "Calling" a mod
|
on: March 06, 2010, 05:03:34 PM
|
|
That's what I'm saying. Even if I said I was going to do that (I'm not actually saying that) you're way ahead of me, and you've got the forum posts and code to prove it.
|
|
|
|
|
5
|
Games / Source / Re: "Calling" a mod
|
on: March 06, 2010, 04:19:01 PM
|
|
Well, there's also the fact that I could say I'll make a vamp mod, but if you've already been working on it, I doubt I could release anything first. That, and I didn't really mean it as a hard and fast rule.
|
|
|
|
|
7
|
Games / Source / Re: "Calling" a mod
|
on: March 05, 2010, 07:32:17 PM
|
|
The point being, from now on, anyone who calls a mod without posting a demo will be ignored.
|
|
|
|
|
8
|
Games / Source / Re: "Calling" a mod
|
on: March 04, 2010, 01:10:07 PM
|
|
I'd consider it bad manners to make a different version of something that already exists, but I also consider it bad manners to call mods unless you've already started working on them. In other words, the only way you shohuld be able to call anything is by posting (at least) a demo.
That said, once a mod is finished (according to the author), if someone thinks they can do better, they should be able to try.
|
|
|
|
|
9
|
Games / Source / Re: Game Maker Help Thread!
|
on: March 03, 2010, 06:56:21 PM
|
Hello all. I'm imersed in learning about maze generation but I wanted to take a break and give some ideas to the folk who are doing the Copy Challenge. I'm trying to find where in all the script that the program actualy starts. I'm thinking it's the oScreen object but I'm not positive... Does anyone have the answer or ideas about it?
oLevel, oGame and several oRooms already exist when the level begins. GameMaker doesn't really have a starting point a such. Instead, objects that already exist use their create/roomStart/step/etc. events to manipulate the game.
|
|
|
|
|
10
|
Games / Source / Re: Spelunky Explorer (4X level size)
|
on: March 01, 2010, 06:35:21 PM
|
Bug reports (I forgot to copy down the actual error messages): - The intro text has an unknown variable error. - Picking up the Udjat Eye also has an unknown variable error. - The entrance in world 2 spawned in an area that required bombs to leave (and I was out of bombs). And a suggestion: - Having the entrance and exit spawn in random places in kind of cool, but it should probably be a seperate mod. (A climbing out of hell mod would be fun.) With the giant levels, bombs and ropes are slightly too scarce to handle several levels of climbing. Edit: Oh yeah. For the pathfinding, I haven't read your code in the help thread, but since preparing the path is basically constructing a maze, you might want to look at some of the standard maze generation algorithms ( start here). Of course, there'd have to be a few modifications. Getting a no-bomb-no-rope path out of it wouldn't be too easy, but you might not care about that.
|
|
|
|
|
11
|
Games / Source / Re: Game Maker Help Thread!
|
on: March 01, 2010, 06:04:50 PM
|
|
The make_color_rgb can make any color you want and can be used in place of preset colors anywhere in the code.
Things can be drawn in front of the HUD if the object drawing them has a lower depth than what draws the HUD.
In the mushroom mod, I upped the move speed by adding a multiplier to all of the x velocities/accelerations/limits in the movement code (I forgot which script exactly, but it was just one). It should be doable to either apply a constant adjustment to the running speeds, or a variable multiplier that's changed when running.
|
|
|
|
|
15
|
Games / Source / Re: Reverse Color Spelunky
|
on: February 27, 2010, 02:26:04 AM
|
|
BTW, reversing the directions should be really easy with surfaces. Add an object that forces everything to be drawn to a surface, then in its own draw function draw that surface upside down and backwards (x and y scaling of -1) to the screen.
Edit: Actually, this isn't quite right as Darius explained in the GM Help thread. It's already drawn to a surface, so all you'd have to do is change the scaling.
|
|
|
|
|