Here are some problems that have been frustrating me enormously- In fact, I probably would not have joined this place so soon if I had been able to figure them out.
SECOND EDIT:
THE PROBLEMS IN THIS POST HAVE BEEN SOLVED IN SUBSEQUENT POSTS. SEE MOST RECENT POSTS FOR UNSOLVED PROBLEMS
EDIT: THIS PARTICULAR .CAP'S PROBLEMS HAVE BEEN SOLVED IN SUBSEQUENT POSTS. SEE LAST POST MADE BY ME FOR UPDATED PROBLEMS
.CAP found here; the project, as you see, is in its skeletal stages. No bullet-behavior enemies, no death traps, no life HUD yet.
While you all d'aw at my cute sprite character (go ahead ), here are some specifics:
I am making a simple test of a platformer game to be an "inaugural" project of sorts- with this done I can start working on my other projects which have been left on the sidelines, rotting in unfinished .CAP files (sound familiar?). I realized only after many failures that ya gotta start small before you go big. With some fundamental problems out of the way, I think i can go and finish this (with the only major hurdles being bug testing and level design), and be all proud of myself and stuff.
Anyhoo:
1) This platformer centers around pushing boxes to get to new heights and jumping on switches to open doors. Right now, the major problem is the switches. Here is a snapshot of my group event sheet for when the player jumps on the switch:
<img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/Problem1.jpg">
One condition is not shown at the bottom (window size), saying
Switch: Animation "Closed" is playing
Now, I am trying to set it up that when the player jumps on the switch, a timer goes off, and this timer, after 2 or 3 seconds or something, resets the switch back to the "Open" position. I have tried using the timer behavior (to no avail), and the millisecond timer thing does not seem to be working in the least. It's probably something really simple that I'm overlooking, but it's really bugging the hell out of me. When I do a debug of the game, I notice that the private variable "Openness" goes straight to 3 when I jump on the switch, and just stays there. Is there something that I am missing? Any help would definitely be appreciated.
2) To spice things up, as switches keep on resetting into the Open position, I have it so that you can push a block onto a switch and that will keep it closed so long as it is on top of the switch. I am somewhat pleased that I was able to figure out how to do that much on my own:
<img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/Problem2.jpg">
However, the problem comes from moving the box off the switch. I'd like it so that when you move the box off, the switch resets to the open position once more. This does not happen- the switch never goes back to the open position once pressed, either by the player or the box. I suspect that it has something to do with the intrinsic coding of the switch itself, but I have tried lots of things to get that damned button to pop back up, and I am out of ideas.
Solving those two would be a great boon for me, and I would appreciate any help given.
For "touch up" optional questions, to make sure things continue to run smoothly, I have these to ask, but don't feel compelled to answer : )
1) I originally set it up so that there were spawn boxes that would spawn doors and switches at pre-determined points on the world map. However, I ditched that in favor of just having copies of the same sprites all over the place. Was this a wiser decision?
2) I would like to have it so that one particular switch opens one particular door- for example, I have the private variable Door set at 1 for a switch, along with the pri. var. Door set at 1 for a corresponding door. Is there a feasible way to set it up so that a switch always unlocks its corresponding door, instead of a long tedious event list? Something like "If Switch var. Door = Door var. Door, then do X" or something like that? Using the "Pick closest" can only take you so far, and I envision problems in the future. i set up switches and doors in the same container. Is this a hindrance to this plan, or a boon?
3) This is more aesthetics, but the way I have pushing set up is that every time the player uses the push control on the box, it moves at a steady 205 pixels per second. This makes for some awkward moments when you lightly tap the box and it still flies. Is there a way to make the speed gradual?
Of those 3, number 2 is the most important, but those are not major concerns right at this moment.
Thank you for any and all help you send my way- I will be very appreciative of any kindness thrown to my small corner of the internet!