SullyTheStrange's Recent Forum Activity

  • 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?

  • Wow, all zeroes? Any idea how that sort of thing can happen? I'd like to avoid it in the future if I could, but maybe the best thing to do is just keep really up-to-date backups.

    Either way, thanks for the responses. Better get back to work rebuilding this...

  • Well... this is horribly embarrassing, but for some reason Dropbox wasn't showing the new file I thought I uploaded and I copied the wrong one by accident. THIS is the one giving me problems:

    http://db.tt/EYyi8iD

    *sigh* Sorry about that. And Krush, even if you get that message it's probably better than nothing, since I can't open it whatsoever.

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  • This message comes up whenever I try to open my cap file. Yes, it's the cap and not the persist, thank you very much. It only started happening in the past ten minutes, when it worked as recently as a few hours ago. I have no idea what I could've done to make this happen, but... it sucks.

    All other files seem to be working, so I don't think it's my Construct. Just in case, here's the cap if anyone wants to try and open it.

    http://db.tt/EYyi8iD (EDIT: this is the correct file now )

    It's not HORRIBLY important to fix this, since I have a recent version that I can work back up to the some point, but it would save me a good amount of time if this could be salvaged somehow.

  • Ohh alright. I had no idea that's what it was called.

    So if hp > 1 ... hammer time

    hp < 2 ... cant touch this

    Ahah, you're too late! I already made that joke in the comments of my project.

  • "State machine"? Never heard that one before.

  • The float thing occurred to me, but like I mentioned in the original post, for testing purposes I changed it to:

    Item PV Equal to 2:

    • Add attribute "Solid"
    • Set pv "Solid" to 1

    And "Solid" is indeed set to 1 when it's supposed to, which wouldn't happen if the comparison wasn't working.

    Anyway, your suggestion... well, I don't think it can work for what I'm doing. I wanted to keep the description vague, but oh well, here goes.

    The item is a hammer that Mario can use in my game. While carrying it around, it's part of his sprite rather than an actual object, but when you get hit by an enemy and shrink to small Mario, it creates a hammer object and drops it to the ground. Small Mario isn't strong enough to use the hammer, so when Mario's health is 1 (meaning he's small), the hammer should be solid. When his health is 2 (Super Mario, and thus strong enough to pick the hammer up again), it shouldn't be solid so he can overlap it and pick it up. I can't use any start of layout things because the hammer is created during run-time, so the only other thing I can think of is adding and removing the solid attribute.

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SullyTheStrange

Member since 26 Jan, 2011

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