Kegluneq
Big Bossy
Mossy

Posts: 2206
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« Reply #345 on: March 06, 2010, 08:03:03 PM » |
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Kickass! That's just what I needed!
Sorry for the language ya'll, I'm just excited to have found it.
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A wild SHINY MOSSY appeared!
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gummybears123
Mossy

Posts: 5776
Yummy Gummy!
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« Reply #346 on: March 06, 2010, 08:13:57 PM » |
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Found what? What does that do?
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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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marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #347 on: March 06, 2010, 08:14:34 PM » |
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don't worry gummy, just know 2 player is doing better.
Anyway, level feelings? anyone help?
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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 #348 on: March 06, 2010, 08:18:32 PM » |
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Hey can some one help me with level feelings? I made two new ones but the message only shows if there is two messages playing..
What do you mean by 2 messages playing? (I STILL need this answered And how do I make it so that you freeze when you're in that state (unless you press _) )
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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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marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #349 on: March 06, 2010, 08:37:23 PM » |
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Hey can some one help me with level feelings? I made two new ones but the message only shows if there is two messages playing..
What do you mean by 2 messages playing? (I STILL need this answered And how do I make it so that you freeze when you're in that state (unless you press _) ) In other words, if you get an evil level and a snake level both play like if you get a dark and snake level, but if you only get an evil level...
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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 #350 on: March 06, 2010, 09:45:18 PM » |
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MGG, can you please just tell me the ceiling-touch code because I can't find it, and when I DO "find" it, it works funnily
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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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marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #351 on: March 06, 2010, 10:01:55 PM » |
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I already did and you didn't even seem to care if (collision_point(x+8, y-1, oSolid, 0, 0)) status = HANG; thats the bats code.
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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 #352 on: March 06, 2010, 10:04:30 PM » |
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Hey Gummy: it would help me if you explain (or link where you do) what is your trying to do. To do with ceiling collision, that is...
if your looking for the code that changes the bats status from attack to hang, it is in the oBat object -> step action -> at the very bottem. It reads as follows:
if (collision_point(x+8, y-1, oSolid, 0, 0)) status = HANG; else { dir = 90; xVel = 1 * cos(degtorad(dir)); yVel = -1 * sin(degtorad(dir)); }
Ah, MGG beat me... ill post anyhow ;P
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marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #353 on: March 06, 2010, 10:05:42 PM » |
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he did explain what he watned to do, he is making vamp mod and he wants it when your in bat form you can hang on the roof.
(which sounds cool)
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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 #354 on: March 06, 2010, 10:34:15 PM » |
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oPlayer1 step action -> if (kUp and collision_point(x+8, y-1, oSolid, 0, 0)) state = HANGING; ?? I'm sure that is way too simple to work... ...nope, but you can glide up the walls  try reading through characterStepEvent in scripts->platform engine line > 396 to learn about hanging as it relates to the player. if (hangCount == 0 and y > 16 and !platformCharacterIs(ON_GROUND) and kUp and colUp and (collision_point(x+8, y-1, oSolid, 0, 0) or collision_point(x+8, y-2, oSolid, 0, 0))) { state = HANGING; move_snap(1,  ; yVel = 0; yAcc = 0; grav = 0; } doesn't work either... 
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« Last Edit: March 06, 2010, 10:45:06 PM by kinnik »
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gummybears123
Mossy

Posts: 5776
Yummy Gummy!
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« Reply #355 on: March 07, 2010, 11:31:57 AM » |
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I already did and you didn't even seem to care if (collision_point(x+8, y-1, oSolid, 0, 0)) status = HANG; thats the bats code. That's what I meant by "didn't work". Those coordinates are relative to the bat's center which is 0, 0. oPlayer1's center point is 8, 8 and therefore, I had to change the coordinates... But thanks anyway. And Kinnik, that's helpful, thanks. But as you said, it doesn't really work. EDIT: I got it! But there's a mess-up..... I created a new state and used that state to make active = 0;. Here's the state if (kFlap and collision_point(x, y-9, oSolid, 0, 0)) kFlappers = kFlap and collision_point(x, y-9, oSolid, 0, 0); else kFlappers = false; (Yea, I know, I called it kFlappers) And here's the code: if kFlappers { sprite_index = sVHang active = false; kJumpPressed = true; } (sVHang is the hanging vampire sprite) But when I do that, it works, but I can't move at all once I turn into hanging bat... I tried making another state in which when kFlappers and kJump happens, active = true, but that didn't work out....... I think all I have to do is add something to the code or change the active = false; to something else........
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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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marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #356 on: March 07, 2010, 11:35:44 AM » |
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yeah he can't do anything once you deactivate him
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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 #357 on: March 07, 2010, 11:36:33 AM » |
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Can't I do something like active = false UNLESS ______?
If not, what should I put instead of the active = false?
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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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banna8
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« Reply #358 on: March 07, 2010, 12:05:16 PM » |
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put something like this: if (UNLESS) { state = true } else { state = false }
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gummybears123
Mossy

Posts: 5776
Yummy Gummy!
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« Reply #359 on: March 07, 2010, 12:40:05 PM » |
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What's the "(UNLESS)"?
And I don't get that code...
I want to get "stuck" in a position/state UNTIL I press Jump
EDIT: It works!!! I GOT IT!!!!!!!!!!!!!!!
if kFlappers { sprite_index = sVHang active = false; } if (checkJumpPressed() and state != DUCKING and state != DUCKTOHANG and not whipping and sprite_index != sPExit and sprite_index != sDamselExit) { active = true; }
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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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