Kirby
Mossy

Posts: 1462
Nyarlathotep
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« Reply #390 on: March 09, 2010, 10:22:46 PM » |
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Yes but where do I edit it?
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gummybears123
Mossy

Posts: 5776
Yummy Gummy!
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« Reply #391 on: March 10, 2010, 07:44:41 AM » |
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NO NO NO! I was just giving an EXAMPLE! I'm doing the blood messages now, where it says I NEED BLOOD... NOW! After 30 seconds after the last time you collide with blood. And then you lose 1 HP after every 15 seconds after that message if you don't collide with blood. If you do, then the counter thing restarts. (Sorry if I seem angry)
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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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halibabica
Bossy
Mossy

Posts: 1921
*whipcrack*
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« Reply #392 on: March 10, 2010, 08:27:17 AM » |
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Okay, you need to set two new variables called 'bloodTimer' and 'bloodTimerMax' or something like that (name it so you know what it's for). Set them equal to the same amount at first. Fifteen seconds in GM would be 450.
In the player's step event, set it so that 'if (bloodTimer > 0) bloodTimer -= 1;
Then, add an else case that displays the message you want it to show. Next, under the event that records the player's collision with blood, put bloodTimer = bloodTimerMax. That will reset the bloodTimer back to full.
You'll need to take it a bit further than this to make him lose HP when without blood for too long. But you can probably figure it out from here.
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grieck
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« Reply #393 on: March 10, 2010, 01:05:02 PM » |
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Where can I find what decides if oPiranha is replaced with oDeadFish?
And anything related to Level Feelings.
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gummybears123
Mossy

Posts: 5776
Yummy Gummy!
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« Reply #394 on: March 10, 2010, 02:07:27 PM » |
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Okay, you need to set two new variables called 'bloodTimer' and 'bloodTimerMax' or something like that (name it so you know what it's for). Set them equal to the same amount at first. Fifteen seconds in GM would be 450.
In the player's step event, set it so that 'if (bloodTimer > 0) bloodTimer -= 1;
Then, add an else case that displays the message you want it to show. Next, under the event that records the player's collision with blood, put bloodTimer = bloodTimerMax. That will reset the bloodTimer back to full.
You'll need to take it a bit further than this to make him lose HP when without blood for too long. But you can probably figure it out from here.
THANK YOU!!! You're too kind! Where can I find what decides if oPiranha is replaced with oDeadFish?
And anything related to Level Feelings.
oPiranha probably? Instance_destroy and instance_create? Like {if hp<1,...etc And level feelings are in the oPlayer1 alarms... I think
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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 #395 on: March 10, 2010, 02:46:14 PM » |
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Gleenrieck the level genrater puts down dead fish not puting down piranha in a dead level.
what do you want to do? I can 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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grieck
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« Reply #396 on: March 10, 2010, 02:49:25 PM » |
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I want so that restless dead will also replace Jaws with an equivalent boney fish thing, once I find that out i will duplicate jaws then replace the sprites.
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marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #397 on: March 10, 2010, 02:54:18 PM » |
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I want so that restless dead will also replace Jaws with an equivalent boney fish thing, once I find that out i will duplicate jaws then replace the sprites.
Look at the level generate code for area 2, there should be a If restlessdead Make Dead fish Else make living fish. Just copy and paste and put it where jaws is spawned (make sure to not get rid of the only one per level) and there you go.
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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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grieck
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« Reply #398 on: March 10, 2010, 03:08:41 PM » |
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Ummm...I can't find it is the problem.
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marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #399 on: March 10, 2010, 03:13:40 PM » |
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Just put i
f(restlessdead) Instance_change(oDeadJaws,true)
there you go
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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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grieck
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« Reply #400 on: March 10, 2010, 03:18:20 PM » |
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Put that where? in the Jaws Code? Becuase I can't find the thing for individual areas, or anything that has then together with more than just names (oPplayer has what the message is, nothing more)
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marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #401 on: March 10, 2010, 03:19:50 PM » |
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in the create event.
that should do it.
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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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grieck
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« Reply #402 on: March 10, 2010, 03:29:16 PM » |
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Just put i
f(restlessdead) Instance_change(oDeadJaws,true)
there you go
That just creates errors.
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marsgreekgod
Big Bossy
Mossy

Posts: 9773
The will of the Galaxy.
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« Reply #403 on: March 10, 2010, 03:32:26 PM » |
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well thats becuse I missspelled if due to reformating and did you make oDeadJaws?
ff(restlessdead) Instance_change(oDeadJaws,true)
there you go
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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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grieck
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« Reply #404 on: March 10, 2010, 04:59:58 PM » |
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working on it
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