marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #360 on: March 07, 2010, 01:02:40 PM » |
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glad to hear it but you didn't need to double post
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Show your power, Gun Del Hell! Show them their fate! Yes! Yes! Yes! Yes! Yes! Here we go! Let's go, go, go, go, Django! Light and Dark! It comes down to this! Be afraid, Sun!
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gummybears123
Mossy

Posts: 5776
Yummy Gummy!
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« Reply #361 on: March 07, 2010, 01:07:26 PM » |
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 Sorry, I removed the post before it now.
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I made a rap. It sounds dumb, like reading a map I really should stop this thing before it goes too far But I don't really car as long as I stay below the radar Those big companies won't get me no I'll get away before the fuzz show
-Most famous rapper of Mossmouth Kirbylord
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hyperme
Mosskid

Posts: 677
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« Reply #362 on: March 07, 2010, 01:48:56 PM » |
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How do I make an enemy spawn and use weapons. I want to make one that uses either a machete or bow.
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marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #363 on: March 07, 2010, 01:50:41 PM » |
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Look at the shopkeeper, he can show you how.l
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Show your power, Gun Del Hell! Show them their fate! Yes! Yes! Yes! Yes! Yes! Here we go! Let's go, go, go, go, Django! Light and Dark! It comes down to this! Be afraid, Sun!
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hyperme
Mosskid

Posts: 677
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« Reply #364 on: March 07, 2010, 02:16:45 PM » |
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I tried that. And I'm still not sure how it works.
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halibabica
Bossy
Mossy

Posts: 1921
*whipcrack*
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« Reply #365 on: March 07, 2010, 02:27:16 PM » |
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It's part of his Draw event. There's a bit of code where it's like:
if (hasGun and angered) draw_sprite = sShotgunLeft
...or something like that. That's what makes the weapon visible on his person. The code to make him fire it is under his Step event where it says "if (status == ATTACK)".
I mimicked him entirely to make the Spelunker and Tunnel Man foes in TLS.
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hyperme
Mosskid

Posts: 677
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« Reply #366 on: March 07, 2010, 02:42:21 PM » |
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The draw bit was what i needed to know. Hurrah! Now I can create Jiang-shi soldiers!
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banna8
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« Reply #367 on: March 07, 2010, 05:04:58 PM » |
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Let's say for ambiguity's purpose that I want to add a "worm" to spelunky. I want a small (8 x 8 ) ball to be throwable, and when it hits a surface it spawns a worm. The worm will move right if I throw the ball to the right, and move left if I throw the ball left. {done} However, I want to make it so that if I throw it at a wall on my right, it will move up. and if I throw it at a wall to my left, it will go down. I can't seem to use isCollision's properly. {kinda hard} Also, if the worm hits a wall while moving, I want it to start going up. If it goes off of a ledge, I want it to go down and wrap around the platform like this:  (Start at the gold, then wrap under and go allong the ceiling in the direction the bats are going) {super extra hard?}
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« Last Edit: March 07, 2010, 07:06:25 PM by banna8 »
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gummybears123
Mossy

Posts: 5776
Yummy Gummy!
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« Reply #368 on: March 07, 2010, 08:24:39 PM » |
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Haha, I just noticed that the  is supposed to be an 8 and a )! You want it to trace a wall? Keep going around the whole level? I have no idea how to do that............ (Also, I need this answered, "Where is the code for when the ghost message comes up? Not the ghost itself, but the message)
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I made a rap. It sounds dumb, like reading a map I really should stop this thing before it goes too far But I don't really car as long as I stay below the radar Those big companies won't get me no I'll get away before the fuzz show
-Most famous rapper of Mossmouth Kirbylord
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idoru
Shoot

Posts: 32
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« Reply #369 on: March 07, 2010, 08:31:04 PM » |
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"Where is the code for when the ghost message comes up?
Line 31 of the step code for oGame.
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gummybears123
Mossy

Posts: 5776
Yummy Gummy!
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« Reply #370 on: March 07, 2010, 09:05:09 PM » |
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THank you!
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I made a rap. It sounds dumb, like reading a map I really should stop this thing before it goes too far But I don't really car as long as I stay below the radar Those big companies won't get me no I'll get away before the fuzz show
-Most famous rapper of Mossmouth Kirbylord
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kinnik
Bean

Posts: 193
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« Reply #371 on: March 08, 2010, 01:28:44 AM » |
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Hiya, I'm working on adding gamepad support to multiSpelunky... I'm stuck because I don't know what gamepad.whatever in the control scripts is refering to. Is it refering to the oGamepad object? it dosn't seem like it as it should read oGamepad.whatever not just gamepad.whatever...
like in script : controls -> checkLeftPressed
if (gamepad.leftPressed) return gamepad.leftPressed;
how does this code know what gamepad.leftPressed is?!
I'm probly just being dumb... help please!
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marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #372 on: March 08, 2010, 01:45:16 AM » |
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Hiya, I'm working on adding gamepad support to multiSpelunky... I'm stuck because I don't know what gamepad.whatever in the control scripts is refering to. Is it refering to the oGamepad object? it dosn't seem like it as it should read oGamepad.whatever not just gamepad.whatever...
like in script : controls -> checkLeftPressed
if (gamepad.leftPressed) return gamepad.leftPressed;
how does this code know what gamepad.leftPressed is?!
I'm probly just being dumb... help please!
There already is game pad support. so um.. yeah.
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Show your power, Gun Del Hell! Show them their fate! Yes! Yes! Yes! Yes! Yes! Here we go! Let's go, go, go, go, Django! Light and Dark! It comes down to this! Be afraid, Sun!
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kinnik
Bean

Posts: 193
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« Reply #373 on: March 08, 2010, 01:49:48 AM » |
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Ok smartypants... how do you keep the gamepad from controling both players?
Jk, but I need to seperate gamepad 1 from gamepad 2 and send it to the right player.
Still, I can't find where or what gamepad.whatever is..
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marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #374 on: March 08, 2010, 01:53:39 AM » |
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Oh sorry I miss read that. my bad.
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Show your power, Gun Del Hell! Show them their fate! Yes! Yes! Yes! Yes! Yes! Here we go! Let's go, go, go, go, Django! Light and Dark! It comes down to this! Be afraid, Sun!
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