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Author Topic: Game Maker Help Thread!  (Read 43723 times)
halibabica
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« Reply #615 on: November 06, 2010, 03:48:17 PM »

To my knowledge, there's no way to bring an object directly from one place to another.  You'll just have to recreate the object in the new mod exactly as it is in the previous one.  Get sprites, parents, depth, and all event scripts in the right place and it should work.  If it doesn't, then there may be other related objects that you'll need to change.
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« Reply #616 on: November 06, 2010, 04:34:27 PM »

Bleh. Seems like a rather serious shortcoming in Game Maker. Oh well, I guess doing manually isn't that bad. Thanks anyway, now I can stop looking for a way to do it. Tongue
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marsgreekgod
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« Reply #617 on: November 06, 2010, 08:13:32 PM »

To my knowledge, there's no way to bring an object directly from one place to another.  You'll just have to recreate the object in the new mod exactly as it is in the previous one.  Get sprites, parents, depth, and all event scripts in the right place and it should work.  If it doesn't, then there may be other related objects that you'll need to change.
Not QUITE true! there is a way! frist you take the game you want the object from, then you get ride of EVERYTHING but the object and it's sprites, and you mix the two games together!

so basicly not true
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« Reply #618 on: November 06, 2010, 09:28:12 PM »

Not QUITE true! there is a way! frist you take the game you want the object from, then you get ride of EVERYTHING but the object and it's sprites, and you mix the two games together!

so basicly not true
I tried that, but it's kind of a pain--at best--because if you do that the object you're trying to export loses collision events, its sprite and so on, because all those things have been deleted. Plus import and export take ages and ages for a project as complex as Spelunky. So sure, it's technically possible, but I came to the conclusion that it was more work than just recreating the object manually.

I don't fully understand why they couldn't make a simple "save this object"/"load object" type system. But I suspect it has something to do with their weird system of using numeric object indices.
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« Reply #619 on: November 08, 2010, 05:44:45 AM »

But 'save as' should render that problem obsolete. It should be possible to drag and drop with two of windows open too.
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« Reply #620 on: November 10, 2010, 08:54:26 PM »

Hey guys.

In this mod I am making, I wan to turn off the spelunker giving blood when he dies.

You know how?
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halibabica
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« Reply #621 on: November 10, 2010, 08:57:06 PM »

Go to oPlayer1's Create event and look for a line that says 'bloodless = false'.  Change it to 'true' and he should stop bleeding.

If that doesn't work, then you may need to do something more complicated.
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« Reply #622 on: November 13, 2010, 02:56:15 PM »

Hey. It's me again. In a different mod I am thinking about working more on, the main character is stuck underground when I run. Last time I fixed it, but I can't remember how. Any ideas?

EDIT: The bloodless=true worked.

EDIT: Oh, wonderful. NOW I got myself all confused while attempting to turn off the blood sprite for spikes. That would be easy, but I still want ti to show for when a baddie lands on the spikes. Help would be appreciated.
« Last Edit: November 13, 2010, 03:01:20 PM by Damsel » Logged

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halibabica
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« Reply #623 on: November 13, 2010, 04:43:29 PM »

Stuck underground?  Does the sprite just appear halfway in the ground, but you can still move like normal?  If so, go to the run sprite you're using for the Spelunker and set it to be drawn from the middle (8,8) instead of the top corner (0,0).

Also, to stop the player from bloodying spikes, look in the Hurt section of oPlayer1's Step event.  Somewhere in there is the section that handles spike collisions.  Just take out the part that makes the spikes change sprites.
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« Reply #624 on: November 13, 2010, 05:04:24 PM »

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« Reply #625 on: November 14, 2010, 06:00:29 PM »

My friend and I are just beginning a rayman-esque project. We are planning on having each part as a seperate object so they can be sprited and manipulated individually. Does anybody have ideas as to how we should go about this? In particular if the feet should move dependent on the body? should collisions with the ground be handled by the feet or the body? etc...

Here's Rayman for the uninformed, arms legs don't exist, his hands, feet, head and body are entirely seperate.

« Last Edit: November 19, 2010, 07:49:10 AM by banna8 » Logged
marsgreekgod
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« Reply #626 on: November 18, 2010, 01:28:59 AM »

Yes. make the body have a mask and do all the hard work (so it's mask goes down to the feet) and have the feet be objects that just follow the body and move when you walk.
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« Reply #627 on: November 28, 2010, 08:53:32 PM »

so yeah

Wanting to make a it when you jump of a frog you bounch.

with out sending you into a wall would help
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halibabica
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« Reply #628 on: November 29, 2010, 01:48:10 PM »

Uh...what?  You mean you want the player to bounce high off of frogs?  Give the Frog its own collision with player event and increase the yVel with which the player bounces.
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« Reply #629 on: December 02, 2010, 01:24:59 PM »

Is there a way to search through all the code in game maker without individually opening every single piece of code and using the search function?
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