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Author Topic: Tastes Like Spelunky Ver.2 (almost done!)  (Read 15730 times)
Sudonimus
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« Reply #330 on: March 05, 2010, 02:58:13 PM »

NO. Don't do it.
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grieck
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« Reply #331 on: March 05, 2010, 03:08:11 PM »

I was aware of what needed to be changed more or less, as I constantly compare your progress to your previously posted To-Do List.

TOMORROW!?!?!?!?!


LE GASP!!!
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halibabica
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« Reply #332 on: March 05, 2010, 03:15:10 PM »

Can you teach me? PLEASE???
What do you want to learn?  I learned everything I know just by reading/mimicking the code.
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Sometimes I wonder if I like Spelunky too much.
ManTrap mod - Tastes Like Spelunky
Hand-drawn comic - Spelunkying
Audioworm
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I'm a brony, deal with it.


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« Reply #333 on: March 05, 2010, 04:23:06 PM »

I could even be finished tomorrow...
OHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOY
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Nyan.
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gummybears123
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« Reply #334 on: March 05, 2010, 04:39:25 PM »

Can you teach me? PLEASE???
What do you want to learn?  I learned everything I know just by reading/mimicking the code.

1. How do I make a gun fire 3 bullets in succession?
2. How do I make  it so that the character changes sprites only after I double jump, and the sprite stays until I run out of double jumps (flaps) or touch a surface?
3. How do I make an enemy ignore the player?
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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
marsgreekgod
Big Bossy
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« Reply #335 on: March 05, 2010, 04:56:30 PM »

1) with alarms.
2)With a new state
3) which kind of bad guy? spiders? I said I would help and you never replyed.

I can't wait for this mod!
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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!
gummybears123
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« Reply #336 on: March 05, 2010, 04:57:26 PM »

PLEASE be MORE specific......... Alarms? States?
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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
halibabica
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« Reply #337 on: March 05, 2010, 05:05:43 PM »

Alarms are those little clock things you see in the objects' event list.  As far as I can tell, you set a timer for them (like, alarm [ x ] = y (x and y would be numbers)), and then the stuff under alarm x would happen when time y expires.  They're tricky and I don't much like them.  You could probably create your own variable timer instead.

The character states are listed in the script that creates the oPlayer1 object.  You can use them to control what the player can/can't do depending on what state they're in.  You can also control what sprite they look like while doing this and what conditions make them return to normal.

Depends on what enemy.  Somewhere in each one's step event, there's a bit of code that tells it to attack when some conditions are met.  Delete that, and that enemy will no longer attack.

MOD UPDATE: This is going even more smoothly than I thought!  I was worried about my plans for the new paste thing, but it's easier to implement than I expected.  Grin You guys are gonna love this thing!
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Sometimes I wonder if I like Spelunky too much.
ManTrap mod - Tastes Like Spelunky
Hand-drawn comic - Spelunkying
gummybears123
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« Reply #338 on: March 05, 2010, 05:08:26 PM »

SO alarms for the oBullet? I don't want it to do it for other guns though!
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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
marsgreekgod
Big Bossy
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« Reply #339 on: March 05, 2010, 05:11:40 PM »

SO alarms for the oBullet? I don't want it to do it for other guns though!
No for the gun
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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!
gummybears123
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« Reply #340 on: March 05, 2010, 05:11:59 PM »

Oh! Thanks!
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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
Audioworm
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« Reply #341 on: March 05, 2010, 05:12:10 PM »

I'm so excited I think I'm gonna explode...

*eeeeeeEEEEEEEEEEEEEEEE*
*BOOM*
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Nyan.
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halibabica
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« Reply #342 on: March 05, 2010, 05:15:32 PM »

I'm not really sure alarms are the right thing for this.  First, add a variable to oPlayer1's create event called 'shooting' or something like that.  Set it equal to 0.  Then, in the script where the player uses the weapon, have an if case where 'shooting' must be 0 to fire a bullet.  After the bullet fires, set 'shooting' to a number higher than 0 (which number you choose will depend on how fast you want it to shoot again).  Then, add an else case to the 'if shooting = 0' that subtracts 1 from 'shooting'.  That way, it will fire in succession, and only when the 'shooting' variable you made runs down to 0.  After that, all you'll need is some way to break the loop so the weapon doesn't continue to fire after it should have stopped.  That, I'm not sure about.

By the way, have you asked in the GM help thread?  The people there probably know even more than me (especially DariusK).
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Sometimes I wonder if I like Spelunky too much.
ManTrap mod - Tastes Like Spelunky
Hand-drawn comic - Spelunkying
Audioworm
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« Reply #343 on: March 05, 2010, 05:17:55 PM »

Hey, cool! I'll have to remember that if I ever get GM Pro...
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Nyan.
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Kegluneq
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« Reply #344 on: March 05, 2010, 05:50:09 PM »

Gummy, there's a whole thread DEDICATED to those kinds of questions. Let us focus on the epicness of this mod here.
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A wild SHINY MOSSY appeared!
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