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Topics - Berry Punch

Pages: 1 [2]
16
Crap! / Egg McMuffins
« on: August 17, 2012, 11:07:56 pm »
i got teeth ripped out of my face today

i can't eat hard food for like 5 days

wat do

17
Game Design! / Collisions with Lines created by the Draw Event
« on: September 11, 2011, 12:48:45 am »
Pretty obvious, but it's not working. I need to have the player die when he touches a line, but it's not working.

Code: (Create) [Select]
active=0
alarm[0]=50
Code: (Alarm 0) [Select]
active=1
alarm[1]=25
laserlinex=player.x
laserliney=player.y
Code: (Alarm 1) [Select]
alarm[0]=100
active=0
Code: (Step) [Select]
x = boss01.x+1
y = boss01.y-30
if(instance_exists(boss01)){
    exit
}
else {
    instance_destroy()
}
if(active=1){
    if(!collision_line(boss01.x+1,boss01.y-30,laserlinex+lengthdir_x(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),laserliney+lengthdir_y(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),player,true,false)){
        exit
    }
    else if(collision_line(boss01.x+1,boss01.y-30,laserlinex+lengthdir_x(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),laserliney+lengthdir_y(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),player,true,false)){
        killPlayer()
    }
}
Code: (Draw) [Select]
if(active=0){
    draw_set_color(c_green)
    draw_set_alpha(100)
    draw_line_width(boss01.x+1,boss01.y-30,player.x+lengthdir_x(distance_to_point(player.x,player.y),point_direction(boss01.x+1,boss01.y-30,player.x,player.y)),player.y+lengthdir_y(distance_to_point(player.x,player.y),point_direction(boss01.x+1,boss01.y-30,player.x,player.y)),1)
}
if(active=1){
    if(!collision_line(boss01.x+1,boss01.y-30,laserlinex,laserliney,block,true,false)){
        if(difficulty<=1){
            draw_set_color(c_red)
            draw_set_alpha(100)
            draw_line_width(boss01.x+1,boss01.y-30,laserlinex+lengthdir_x(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),laserliney+lengthdir_y(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),1)
            draw_line_width(boss01.x+1,boss01.y-30,laserlinex+lengthdir_x(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),laserliney+lengthdir_y(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),3)
        }
        if(difficulty=2){
            draw_set_color(c_red)
            draw_set_alpha(100)
            draw_line_width(boss01.x+1,boss01.y-30,laserlinex+lengthdir_x(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),laserliney+lengthdir_y(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),1)
            draw_line_width(boss01.x+1,boss01.y-30,laserlinex+lengthdir_x(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),laserliney+lengthdir_y(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),3)
            draw_line_width(boss01.x+1,boss01.y-30,laserlinex+lengthdir_x(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),laserliney+lengthdir_y(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),5)
        }
        if(difficulty=3){
            draw_set_color(c_red)
            draw_set_alpha(100)
            draw_line_width(boss01.x+1,boss01.y-30,laserlinex+lengthdir_x(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),laserliney+lengthdir_y(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),1)
            draw_line_width(boss01.x+1,boss01.y-30,laserlinex+lengthdir_x(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),laserliney+lengthdir_y(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),3)
            draw_line_width(boss01.x+1,boss01.y-30,laserlinex+lengthdir_x(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),laserliney+lengthdir_y(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),5)
            draw_line_width(boss01.x+1,boss01.y-30,laserlinex+lengthdir_x(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),laserliney+lengthdir_y(distance_to_point(laserlinex,laserliney),point_direction(boss01.x+1,boss01.y-30,laserlinex,laserliney)),7)
        }
    }
}

If anyone could help me figure out why the collision_line check isn't working, that would be very helpful!

18
General Discussion! / NaNoWriMo
« on: September 09, 2011, 10:37:24 pm »
Yeah, National Novel Writing Month. Anyone else doing it?
Besides me doing it while taking 6 AP classes and getting college stuff ready.

I'll probably be more insane than Pinkie Pie when I finish. And probably more joyful than Scootaloo touching Rainbow Dash.
Or something.
Am I going mad?

19
Game Design! / Spring GAMEMAKER
« on: July 15, 2011, 09:59:33 pm »
Man, it's been a long time since I've posted here.

Ok, so simple question here. I need help making a spring pad that launches you upwards and to the right (i'll duplicate and change the code for doing to the right).

I'm able to get all of the code set up as it should be, but it doesn't work. I'm pretty sure because of the maxSpeed, maxVspeed, and maxFallSpeed variables and their code.

Here's the problem: The player hits the spring pad, which is the same kind from Sonic the Hedgehog 3, facing upwards and to the right. But instead of the player moving in both the vertical and horizontal axes, he only moves vertically, and at a very low speed. I tried setting maxSpeed to a higher number, but that still doesn't make the player move horizontally once he hits the spring pad. In

Some help would be nice!

Code for spring pad:
Code: [Select]
Create Event:
image_speed=0
image_index=0
visible=1
Code: [Select]
Collision w/ player Event:
if image_index=0 {
image_index=1
//i need the code here for how to make the player launch off the spring pad
}
else if image_index=1 {
exit
}

20
Crap! / WEEGEE
« on: June 05, 2010, 11:47:59 pm »

HE'S WATCHING YOU...

21
Game Design! / GameMaker fangame traps
« on: May 18, 2010, 10:14:05 pm »
i need help with:

1) i need to get a moving background, but when i try to do it the game maker way, the background just floats off into nowhere... (SOLVED)
        
make sure you use the tile funtion otherwise it doesn't work


2) i would like the code on how to make a block where if you touch it, a spike rises out of it. (SOLVED)
        
2) Make one spike =P Then insert this code into the Step Event:
Code: [Select]
if (state==0 && distance_to_object(player) < 5) { //if the player is near to the spike
    state=1;
}
else
if (state==1 && y>ystart-32) { //If the spike is not above his startposition - 32px
    y-=0.4; //He goes up
}
Then insert the spike where the block is...

--TG


3) the code for a piranha plant type creature would be helpful, because my way just screws up (alarms). (SOLVED)
       
I think it works like that:
Code: (Create) [Select]
time=0;
stage=0;

Code: (Step) [Select]
if stage=0 && time = 0 //if your at the bottom and its time to go up.
{
    stage=1;
    vspeed=-5; //start to move up
    time=60; //time you want to move up for
}

if stage=1 && time=0 //if your going up and you should stop
{
    stage=2;
    vspeed=0;//stop
    time=60; //time to be at the top for
}

if stage=2 && time=0 //if your at the top and should go down
{
    stage=3;
    vspeed=5;//stop
    time=60; //time to be going down
}

if stage=3 && time=0 //if your at the top and should go down
{
    stage=0;
    vspeed=0;//stop
    time=60; //time till going up
}

time-=1;

--TG


4) when you collide with an object eg. "flipbar" then gravity reverses, and the sprites for everything reverse. gravity_direction doesn't work by the way. (SOLVED)

actually, gravity_direction does work. and this would also take a while to explain, because i need to explain #5


5) when you press the space button, gravity reverses, but only when you are in a certain room. (SOLVED)

yeah... this one might take a while to explain, but if you REALLY need it, i can help

22
Fangames! / [ABANDONED] I Wanna Be PHAT! ALPHA V2.5.4
« on: May 15, 2010, 01:02:52 am »
It's taken me quite a while to make, but we'll see the responses.
EDIT: Yeah, it's very helpful to have NO RESPONSES. GEEBUS.

V2.5.4 IS OUT!!! If there are any bugs in the game, please tell me so that I may fix them.

EDIT: OH WAIT, I'M FIXING MORE BUGS THAN ANYONE CAN FIND. GEEBUSx2.

Progression:
  • IWBTG stage
  • VVVVVV stage
  • Trials stage

INSTALLATION:
Extract the .rar into the v2.5.4 directory.
Do not remove the .exe from the directory to where you keep your other fangames, problems will occur.

NOTE:
Saves from v2.0 will NOT WORK with v2.5.4.

UPDATES: (FROM LAST MAJOR VERSION)
A damn lot. After a year of work, I haven't done anything really notable.

Every bug/suggestion in the WIP thread has been done/fixed.
Menu screen has been changed, everything is clickable, CLICKABLE I REPEAT.
Save slots, a (shoddy) controls editor, and help menus for those confused and/or pissed off. These help menus also work as a pause function when you don't want to press P on the keyboard.
There is actually progression now instead of the "choose your own path" thing.
Cheats have been added. I'll leave you people to figure them out for now until I find a way to give out the codes with secret areas. EDIT: Cheats are now listed below, seeing as I haven't updated the game in a while.
Another secret, pretty easy to get if you read this log.
A partway finished stage, that's why this is only v2.5.4 and not v3.0.
Fixed the really bad "double jump and get stuck" bug in the VVVVVV area. EDIT: This may have broken one section of the VVVVVV stage; use the cheat "telehere" when that part comes up for now, until I decide to fix that. Probably never at this rate.
Fixed placement errors caused by fixing above bug in the Ascent area. EDIT: See above edit.
Fixed the IWBTG boss and added one attack. EDIT: Boss may appear to be buggy. He isn't, you just suck.
Completely fixed the fatal bug that only allowed you to play the IWBTG stage.

[WIP PARTS/FIXES]
  • Fixing VVVVVV boss and/or adding attacks to make him more difficult (seriously my ass could beat these bosses atm).
  • Making a new stage.
  • Fixing more bugs or areas where you can savefuck. (most fixed, if you find any more please tell me)
  • Another area means another secret item somewhere.
  • Working on showing the player a cheat code when they get an achievement. EDIT: Fuck that, cheat codes listed below.
  • Completely overhauling the IWBTG stage graphics and sprites. They look like shit.
  • Adding specific musiks to the IWBTG boss (after graphical overhaul)
  • Going to update the controls editor to not use dialog boxes.

BUGFIXES/CHANGES IN NEXT RELEASE:
Fixed some strange inability to double jump after double jumping and flipping gravity.
Special action key can now be selected with the controls editor as well.
The difficulty of the game now starts at a very small difficulty and works its way slowly to be the regular difficulty.
Superfluous traps have been removed. (This includes spikes that would never be able kill you and triggers that were ineffective.)

CHEAT CODE LIST:
Press Ctrl + L to access the cheat code entry box. Type in one of the following to activate a command (case sensitive):
telehere (teleports you to the location of your mouse)
chucknorris (invulnerability on)
immapussy (invulnerability off)
teleportw/coords (teleport with x and y coordinate selection [don't use this often unless you know the room layout])
KO (kills bosses)
TKO (gets bosses down to 1 hp [used for testing certain boss death mechanics; use KO instead)
savegame (saves your game and achievements, regardless of location [don't use this when you die, you'll get stuck at the room origin (0,0)])
irbjesus (gives you all the achievements and saves them to the currently selected game slot)
VVVtele (teleports you to the VVVVVV stage)
IWBtele (teleports you to the IWBTG stage)
TRIALStele (teleports you to the TRIALS stage; INCOMPLETE)

Anything else will kill you once you close the dialog box.

EDIT: I've essentially realized that nobody gives a shit anymore. I'll post things anyways because I can and choose to, considering this fangame is actually DECENT, if not GOOD. GEEBUSx3.

FINAL EDIT: So by this point I've probably forgotten everything that I wanted to do with the game and how to code in GameMaker, so I'm leaving it behind. Also I can't work on it because the game file itself is extremely old and probably wouldn't agree with me very well. So instead, I'll leave you all the level designs and stuff that I drew out for the game before those levels were made. Here is the album of all the level designs and planning stuff.

Pages: 1 [2]