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Author Topic: Game Maker Help Thread!  (Read 331099 times)
Kegluneq
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« Reply #60 on: January 16, 2010, 01:44:05 PM »

Seeing as I'm having item trouble with my multiplayer mod, I'd like to know the answer to that^ question as well.
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« Reply #61 on: January 16, 2010, 02:21:20 PM »

Me third for that answer.
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Delver
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« Reply #62 on: January 16, 2010, 02:23:11 PM »

there is a couple of scripts under the character folder.

scrHoldItem (believe this one recreates the holdItem when passing a level))
scrDropItem (might be useful)
scrDrawHUD (sets the HUD, showing Item picked up (controls the compass arrow))

scrUseItem (simply controls what happens when using an Item (modified it a lot for the potion mod))

your properly already know about the above.



 
« Last Edit: January 16, 2010, 02:32:12 PM by Delver » Logged
hyperme
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« Reply #63 on: January 16, 2010, 02:30:20 PM »

How do I make the thwomp trap deadly?  As in, the bottom can crush you while falling, and you can be crushed between it and an object when it rises
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marsgreekgod
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« Reply #64 on: January 16, 2010, 02:59:45 PM »

Um... what? It already is?
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hyperme
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« Reply #65 on: January 16, 2010, 03:05:05 PM »

Go underthe Traps folder in objects.  There is a Thwomp Trap.
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marsgreekgod
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« Reply #66 on: January 16, 2010, 03:07:24 PM »

yes. yes there is. what about it?
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hyperme
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« Reply #67 on: January 16, 2010, 03:18:51 PM »

It is harmless.  How do i make it unharmless?
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Kegluneq
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« Reply #68 on: January 16, 2010, 03:35:50 PM »

mgg, you're thinking about the SmashTrap. (Which, hyperme, you should know: We here at mossmouth have dubbed the SmashTrap the Thwomp)

Thwomp Trap is a different trap, very similar to the thwomps in the mario series.

hyperme, you just sit tight, I'm on it!

EDIT:
Copy this into the first hurt script in oPlayer1:
Code:
obj = collision_rectangle(x-2, y-9, x+2, y-7, oThwompTrap, 0, 0)
if (obj)
{
    if (obj.status > 0)
    {
        if (global.plife > 0 and isRealLevel()) global.miscDeaths[9] += 1;

        global.plife -= 10;
        scrCreateBlood(x, y, 1);
    }
}
Then, go into the step code for oThwompTrap, and put this in the very beginning:
Code:
if (x > view_xview[0]-16 and x < view_xview[0] + view_wview[0]+16 and
        y > view_yview[0]-16 and y < view_yview[0] + view_hview[0]+16)
{
Don't forget to put an end bracket at the very end!
Finally, replace
Code:
if (oPlayer1.y > y and dist < 96 and abs(oPlayer1.x - x) < 8)
with
Code:
if (oPlayer1.y > y and dist < 96 and abs(oPlayer1.x - (x+8)) < 16)

And that takes care of getting hurt by the fall, and fixes the trap up a little bit.

I'm not quite sure what to do for the crush between the trap coming back up and a ceiling, but I'll tel you as soon as I find out!
« Last Edit: January 16, 2010, 04:08:50 PM by Kegluneq » Logged

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« Reply #69 on: January 16, 2010, 03:44:53 PM »

Don't we call 'em SpikeBLocks?
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« Reply #70 on: January 16, 2010, 03:48:50 PM »

spike blocks gets the idea acrost, but thromp is what I normaly call them
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« Reply #71 on: January 16, 2010, 03:53:15 PM »

I used "Thwomp" in my first custom level.
The "Mario" series.
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« Reply #72 on: January 16, 2010, 03:59:20 PM »

Alright, need to know how to make a tile like water but you sink down more slowly, and it covers you like lava.
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Kegluneq
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« Reply #73 on: January 16, 2010, 04:10:12 PM »

Go back to my last post to discover my solution to the Thwomp problem!
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marsgreekgod
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« Reply #74 on: January 16, 2010, 04:23:13 PM »

Alright, need to know how to make a tile like water but you sink down more slowly, and it covers you like lava.
coving you would be easy... just make it over the hero sprite? quick sane right?
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