SullyTheStrange's Forum Posts

  • Yeah, I didn't think the debug problem is something I'd be able to find a fix for... At least now I know I'm not the only one who gets that issue. I can live with that, however annoying it is, but the thing where the screen goes white OUTSIDE of debug mode is a much bigger problem -- I made an .exe file and it still happened, so that means my final game would randomly turn completely white. That's not something I can ignore.

    By the way, your signature is hypnotic... I've been staring at it this whole time typing with the quick reply thing. Looks like somepony's got good taste in TV shows.

  • Alright, I thought I got this problem to go away, but it's back and worse than before. In debug mode, the problem is these items that come out of blocks you can hit. Several events are used to control their movement when you hit the blocks, but since the items are created during run-time, the debugger complains that no such object exists right BEFORE you hit the block, which is right BEFORE the item is created. When that message pops up, I click "OK", and suddenly the screen is completely white. I'm still playing, there's still sound effects, I just can't see anything at all. If I run around and get myself killed, it goes back to normal upon restarting, and the message doesn't come up again.

    Now, the problem is ALSO occurring upon restarting the layout when I die. It doesn't happen every time (normally I have to die twice before it comes up), but it's still far too often to be acceptable. I'm not using any transitions, so I don't know what else it could be. I'll try disabling groups one at a time, but I don't think that'll change much.

    EDIT: The problem ALSO happens in debug mode if you're using the scroll bar and hold onto it for more than a few seconds. This has to be a bug...

  • What I would like is an addition to the Animation Tab: the order of the animations in the list (assuming it'll look the same in C2 as it did in C1) should also serve as a sort of priority hierarchy, meaning that an animation can never interrupt one above it. I think it's fair to say that getting animations to play when they should is one of the major obstacles to new users, and this would simplify it a bit.

  • Yeah, that might be a good idea. Leave them solid and use overlap at offset, if you can.

  • Well, when you set the enemy collision mode to none, can't you have your attacks hit the solid object and sort of "transfer" the damage over to the enemy? Like if enemy has a PV called Hit when it gets attacked, give a similar PV to the solid object and set Enemy Hit to 1 when Solid Hit is 1?

    Maybe it won't work with the way you have things set up, but it's worth a shot.

  • Very nice! Can't wait to play it.

  • Well, I've been staring at the non-Python one for a good ten minutes now and I think I got a decent handle on it. Not really sure how the hash table thing works, since I never worked with those before... It's mostly this line I don't get:

    imageFont: Set 'index' to HashTable(Uppercase(mid(Function.Param(1), LoopIndex, 1)))-1

    And the parts where you "destroy" imageFont, yet it's still there... What's all this about, if you don't mind explaining a bit?

  • I've been having a lot of trouble with apparent bugs in SpriteFont recently, to make a long story short, and I think it's time to find an alternate way to accomplish the same effect using events.

    I was using it for my Mario game to represent the number of lives and coins you have, as well as your score and time remaining. These numbers (score in particular) can get pretty large, so I'm looking for a way to change sprites according to the value of a global variable that can get as big as, say, a billion.

    I'm... not even sure how to ask the question, so hopefully someone knows what I mean and can help me out with it.

  • Whether it's practical or not, the idea itself is very creative. I certainly never would've thought of it.

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  • Got it working, thanks. I don't really understand what lerp is doing, but I think I get the gist of it...

  • Alright, I'm working on an addition to a feature in my Mario game, hitting ? Blocks. My problem? I didn't actually do the initial events myself, and don't really know how they work. Some very helpful person here helped me do it a while back, and it works fine. Here's what that guy did:

    <img src="http://oi55.tinypic.com/mszmvo.jpg">

    That makes the ? Blocks bounce upwards when you hit them from the bottom, and then return to their original position. Now what I'm trying to do is the exact opposite -- if you use a ground pound from the top, they bounce downwards, and then go back up to the same spot. I got that to work on its own, but when I try to implement both at once, I can't get it to work at all -- hitting it from the top OR bottom does nothing.

    So, uh... help please?

  • I'm sorry, but... I can't even tell what you're trying to say.

  • Congrats on getting this featured everywhere! I saw the article on IGN and thought, "Man, I know I've heard of Minitroid somewhere... Wait, Tokinsom? Isn't that the guy who's helped me like, five times on the support board?"

    I'll be sure to play through the demo (again, and again, and AGAIN) as soon as I can.

  • That's... diabolically brilliant.

  • I hate to bump a semi-old topic, but apparently that solution isn't quite good enough. I can't think of a good way to describe it without, well, completely describing it, but I guess I have to in order to find a proper solution.

    What I want to do is replicate what happens with Sonic's Speed Shoes. When you pick them up, the music gets faster without changing pitch, and when time runs out, the music reverts to its normal speed. My previous method covers everything EXCEPT when times runs out -- if you switch back to the normal track, it won't be matched together since the other one was sped up.

    Basically, the ideal solution would speed up a single track, without changing pitch whatsoever. If there's a method of changing pitch, that'll work too, since I can change the frequency ratio (which makes it higher pitched) and then correct the pitch separately afterward. If I can't, I'll have to settle for the method most Sonic fan-games stick with: use a completely different song for Speed Shoes.

    Is there any way to do any of this?