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Author Topic: Game Maker Help Thread!  (Read 335805 times)
marsgreekgod
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« Reply #150 on: January 28, 2010, 06:12:31 PM »

Not really.

You would change the sprite of the bome shop (leave the name the same) and the edit what's in it, and what they say.
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MagiMaster
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« Reply #151 on: January 28, 2010, 06:21:01 PM »

The code for generating the signs is in scrRoomGen (2,3,4,...). The code for generating shop items is in scrShopItemsGen. Just change what these two do for bomb shops while playing the damsel.
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Arucard
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« Reply #152 on: January 29, 2010, 07:28:58 AM »

I actually uploaded and updated a couple tutorials on this to the Wiki yesterday, it's pretty easy, but if you want you could go there and check it out.  Grin It's under the Modifications/Mods section, you see it on the main page.
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« Reply #153 on: February 05, 2010, 02:13:22 PM »

I saw this thread was near the bottom of the page;
I didn't want to spam, but seeing as I need help;
How do you edit more than one sprite at once?
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« Reply #154 on: February 05, 2010, 02:56:22 PM »

It depends how you wanna change them, but if you're changing color, I know that you could just change the color for the subheading of the sprite you are changing... if there is a subheading they are under....
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« Reply #155 on: February 05, 2010, 08:18:32 PM »

Subheading...?
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« Reply #156 on: February 05, 2010, 08:41:42 PM »

Are you talking about the animations? Like looking at the running sprite it has 6 or so subimages. If so, open the first when the pain-like program comes up there is an arrow toward the top-left of the window that will let you switch between the subimages. It's a lot easier to save the whole thing somewhere and work on it in your own image program though (like PSpro or GIMP), then load it into GM from wherever you saved it.
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« Reply #157 on: February 10, 2010, 08:38:43 AM »


In my mod, my wall-destrying lipstick doesn't destroy the material ontop of blocks. (grass, rubble) How can I make it so that it does?

EDIT: also, how can I make it so that custom variables can be changed in editor?
sounds confusing, but instead of changing starting bombs and rope, I want to change starting lipstick and gum in the editor.
« Last Edit: February 10, 2010, 09:24:45 AM by banna8 » Logged
DariusK
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« Reply #158 on: February 10, 2010, 09:06:24 AM »

The black market entrance is an object called oXMarket, so just make sure your lipstick doesn't destroy any object of that type. You could even hack it and put in a check where if the lipstick collides with an oXMarket, set a variable called createXMarket = true, and then in the destroy code add a line saying

if (createXMarket) {make an oXMarket instance}

The black market entrance is placed in the script scrEntityGen, line 220 and line 313 (line 313 forces a market entrance to be created if for some reason we didn't create one when we were supposed to).

The code that triggers when you go into the black market entrance and head toward the black market is in oPlayer1 Step event,

Code:
    if (collision_point(x, y, oXMarket, 0, 0)) global.genBlackMarket = true;

Also, if you care, the code that makes the udjat blink is on line 1 of the oGame Step event:

Code:
if (not instance_exists(oXMarket)) global.udjatBlink = false;
else
{
    with oPlayer1
    {
        dm = distance_to_object(oXMarket);
        if (dm < 4) dm = 4;
        if (oGame.alarm[2] < 1 or dm < oGame.alarm[2]) oGame.alarm[2] = dm;
    }
}

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« Reply #159 on: February 13, 2010, 07:31:43 AM »

How would I pause the action and bring up a menu if a buton was pressed.
Also, how would I make text appear on a hover over?
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MagiMaster
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« Reply #160 on: February 13, 2010, 09:02:54 AM »

For hovering, the mouse enter and mouse leave events would probably be the best way to go, but the mouse_x and mouse_y variables could also be used.

For the menus, you should look up what happens when the user presses ESC.
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banna8
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« Reply #161 on: February 14, 2010, 01:02:35 PM »

Ok, I'm trying to make a sprite change with your favor. Right now, I have this:

Code:
image_index = global.favor/2

In the step event. This might work if I change the number 2 to something else, but I need to know if favor has min/max caps. If it does, and I knew what they were, this would be much easier.
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hyperme
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« Reply #162 on: February 14, 2010, 01:57:00 PM »

Where's the code for pressing ESC?
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marsgreekgod
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« Reply #163 on: February 14, 2010, 03:37:37 PM »

keyboard_check_pressed(vk_escape)

is that what you mean?
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« Reply #164 on: February 14, 2010, 11:21:28 PM »

Ok, I'm trying to make a sprite change with your favor. Right now, I have this:

Code:
image_index = global.favor/2

In the step event. This might work if I change the number 2 to something else, but I need to know if favor has min/max caps. If it does, and I knew what they were, this would be much easier.
Nope. I don't believe favor is ever limited.
You could easily make it so though.
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