procrastinator's Forum Posts

  • PoopyShoot

    I believe that's what you're after. There are a few issues with it, like if you collect one food, and then you collect another before the first has a chance to spawn bullets, then the 2nd pickup number of bullets will be the exact same as the first.. if that makes sense :} So count that as some homework for you ;p

  • Here's a quick edit that is more along the lines of what you're looking for..

    BITMAP FONT NEWS TICKER

    It's easy enough to add other texts to scroll.

  • global var bullet_angle_inc = 0

    global var TotalFood = 0

    START OF LAYOUT

    • TotalFood = Food.Count
    • bullet_angle_inc = 360 / TotalFood

    PLAYER ON COLLISION WITH FOOD

    • For "count" = 1 to TotalFood

    -- Spawn bullet

    -- Set bullet angle to loopindex * bullet_angle_inc

    Hopefully this helps a little more.

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  • Use the Sprite object's Count like..

    global variable TotalFood

    START OF LAYOUT

    • TotalFood = Food.Count

    and go from there.

    The easiest method for shooting your bullets is to do bulletangle = 360 / TotalFood

    That will give you the perfect spacing no matter how many food instances are on the level.

    I may have more time later, but hopefully this helps you get started.

  • Here's a very very old capx of scrolling I found on my hdd (made long before we had SpriteFont.. yeah it's THAT old haha)

    SCROLL TEXT

    Not sure how useful it is, but the main thing you want to look into is the Mid() function. If you don't understand the above capx, or you'd prefer an actual text object version, let me know and I'll whip one up tonight. I just don't have time now.

  • Combo appears on screen, set a variable Combo = 1

    When Combo = 1, do the following

    set variable combo_timer = 0

    set array_current_index to 0

    1) Increase a combo_timer (timeout is 1 second or however fast you want the player to be able to react)

    2) If player presses key, check that key with the combo_array(array_current index) to see if it matches..

    3) If it matches, reset combo_timer and increase the array_current_index and repeat back to 1)

    4) If it doesn't match or the combo_timer expires, then set a fail (kill the player? or whatever you have planned for a fail).. remember to set Combo=0

    5) If array_current_index > number_of_combo_moves, then player has succeeded.. set Combo = 0

    Hope that makes sense.

  • Add the persist behaviour to the sprite object/s that loads the images.

  • There shouldn't be any performance impact using one over the other. Using 20 global variables will be a pain to use so arrays are the way to go for this.

    Although, it seems instance variables (each object) would be better still. Then it's only a matter of doing a FOR EACH OBJECT and reading / writing the values.

  • Check out the LiteTween plugin. LiteTween

  • Click the events tab at the very top (File, Home, View, Events <- this one)

    Then in the search, enter your object's name. All events associated with that name will be shown in the event sheet. To reset, just make sure that search field is empty and hit return.

    To replace an object, right click the object name in the event sheet, then "replace object" in the popup menu.

  • Sounds like you're pinning a healthbar to an enemy and hoping that hitting the enemy, the healthbar will automatically reduce... am I right?

    Every enemy instance, create an instance variable called healthbarUID or something.

    When pinning the healthbar, store the healthbar's UID in he enemy instance variable healthbarUID.

    Then whenever an enemy is hit, also pick the healthbar from healthbarUID and reduce it.

    Same method for destroying. When you're destroying the enemy, pick the healthbar with that UID and destroy it first, then destroy the enemy.

  • allen T, frying foxes... could be an interesting death sequence... ;p glad you like

  • tunepunk haha thanks! Glad you like it. I still have many ideas to add to it, but never felt motivated enough. I'm feeling more motivated though, so.. who knows...

  • isasaurio thanks

    I haven't worked on this for a while. Been concentrating more on sharpening my graphics skills, so my gamedev stuff has taken a back seat. Hopefully, I'll restart this with much better graphics, and gameplay soon!

  • If you can make all the game logic, and judging by this "so I need someone who want to try this project and see if works..." you're not even sure if it'll work. So if it doesn't work, instead of one person's time wasted, you have two.

    Why not do all the coding to get a base game going then you'll see if it works or not? Plus having something solid to show, you'll have a better chance of tempting artists to join you.