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Messages - Kyir

Pages: 1 ... 5 6 [7]
91
Fangames! / I Wanna Descend Into Hell
« on: February 07, 2014, 10:27:44 pm »
I Wanna Descend Into Hell v0.67
Created with YoSniper's engine

Game Details:
Length: ~120 screens, 5-7 hours based on testing.
  • Basic Game: 36 screens (and 5 secrets necessary to progress to the rest of the game)
  • New Game+: 35 screens
  • Same Game++: 49 screens
Bosses: Nope.

Readme File:
Epic Storyline
Compelling Characters
5 Star Review by the New York Times
Soon to be turned into a movie by J. J. Abrams
Song list

Screenshots:





Download FINAL VERSION):
http://www.mediafire.com/download/ij4edwnwxdvhp38/I+Wanna+Descend+Into+Hell.rar

92
Fangames! / Re: YoSniper's Newest Engine (2014)
« on: December 29, 2013, 11:19:55 am »
I noticed something weird that can happen when the player hits a corner where a bock and a spike are touching.



In this sort of situation where the player hits the ceiling first on the second jump, they just sort of slide off the aforementioned corner rather then dying, but it's clear that it connected with something. Any ideas on what's causing this?

EDIT: I think I figured it out actually. My block sprite is one pixel wider than the spike sprite. It still seems a little odd that the player just slides off though.

93
Fangames! / Re: YoSniper's Newest Engine (2014)
« on: December 26, 2013, 02:13:06 pm »
It's restarting whenever the player dies, which it wasn't doing before I started doing all this stuff and the only music related code was the

 if musicOn {
    curMusic = bgm01;   //Stock music starts up. Change this for different music.
    sound_loop(curMusic);
 }

bit in World - Create. Before it would just continue playing even after the player died, which really seems preferable to me.

94
Fangames! / Re: YoSniper's Newest Engine (2014)
« on: December 26, 2013, 12:37:34 pm »
Right now it's:
       
switch(room) {
            case startRoom:
            case loadRoom:
            case controlRoom:
                if filePlaying != 0 {
                    filePlaying = 0;
                    curMusic = bgm02;
                    if musicOn {sound_loop(curMusic); }}
            break;
            case beginning:
            case room2:
            case room3:
            case room4:
            case room5:
            case room6:
            case boss1:
                if filePlaying != 1 {
                    filePlaying = 1;
                    curMusic = bgm03;
                    if musicOn {sound_loop(curMusic); }}
            break;
            case room7:
            case room8:
            case room9:
            case room10:
            case room11:
            case room12:
            case boss2:
                if filePlaying != 2 {
                    filePlaying = 2;
                    curMusic = bgm01;
                    if musicOn {sound_loop(curMusic); }}
}

Like I was saying though, there's no restarting with the bgm01 rooms.

95
Fangames! / Re: YoSniper's Newest Engine (2014)
« on: December 25, 2013, 03:22:02 pm »
Has the functionality of the music code changed significantly with the newer version? I've been trying to get set up music changing by room but I'm doing something wrong.
Not that I can think of offhand, although I did change it so that rather than stopping the music and playing the GAME OVER music by default, the game would just play a splat and continue the current music like normal.

So I may have messed with the "filePlaying" variable a little bit, but the code structure should still be basically the same.

So the reason I'm a little confused is that when I set up things as shown in the video, it makes it so the music starts over every time the player dies. It's definitely not like that by default, so I'm a little confused about what code I'm breaking that's causing this to happen.

I have a feeling it has something to do with the bit of code for music in the World object, since the song set to bgm01 isn't repeating, but I'm having a hard time verifying that and I'm not sure what to do about it if that is the problem.

96
Fangames! / Re: YoSniper's Newest Engine (2014)
« on: December 24, 2013, 07:20:02 pm »
Has the functionality of the music code changed significantly with the newer version? I've been trying to get set up music changing by room but I'm doing something wrong.

97
Fangames! / Re: YoSniper's Newest Engine (2014)
« on: December 20, 2013, 06:00:29 pm »
Is there any chance you could clarify a bit more on the new system of triggers? I understand the set and activate parts, as well as the labeling, but those alone don't seem to be enough to do anything and I'm a bit lost on what else setting up the triggers consists of now.

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