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Author Topic: help with boss in iwbt engine  (Read 6662 times)

gatotx

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Re: help with movingplatforms and camera in iwbt engine
« Reply #15 on: April 21, 2010, 08:24:25 pm »

how do you make the boss attack more than once? i gave it an attack with alarm but it only attacks once  :kid:  ???
wow.... it's like everyone asks the same question.....

look here first, if you need anymore help then tell m: http://kayin.pyoko.org/iwbtg/forums/index.php?topic=6197.0


i read it before, and saw the alarm part but i did it and it didnt repeat the attack
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Jksnxia

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Re: help with movingplatforms and camera in iwbt engine
« Reply #16 on: April 21, 2010, 08:37:04 pm »

ok so when you're using alarms, the actions in one alarm only happens once, because alarm is like counting, you set alarm0 = 100 then it applies on the count of 100, you don't count it twice, that's why it won't repeat. But you can still repeat the alarm or make new alarms

to repeat an alarm: (I learned it from dcx666 :P)

Code: [Select]
alarm0 step event --
your codes
alarm0=50

then it will repeat the alarm at the count of 50 when alarm0 was called the first time, but then this will repeat and repeat forever, you can also do

Code: [Select]
alarm0 step event--
your codes
alarm1=100


alarm1 step event--
your codes
alarm0=100

this will also repeat forever but with one more alarm

to not repeat on and on, you can do like

Code: [Select]
alarm0 step event--
hspeed=2
if (x>=500){alarm1=100}else{alarm2=100}


alarm1 step event--
//attack
alarm0=50


alarm2 step event--
instance_destroy()

...... did you get that.... now I feel like an idiot because I know someone will think I'm being a poser.....
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gatotx

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Re: help with movingplatforms and camera in iwbt engine
« Reply #17 on: April 21, 2010, 09:50:56 pm »

okay  i put a code in the step event

instance_create(x,y,thunder)
alarm0=50

and it made the boss shoot lots of bullets every second  :-\

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Jksnxia

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Re: help with movingplatforms and camera in iwbt engine
« Reply #18 on: April 21, 2010, 09:54:12 pm »

step event of an alarm right? because if you just use step event, alarms don't work, also Game Maker counts very fast, 50 is around a second I think
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gatotx

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Re: help with movingplatforms and camera in iwbt engine
« Reply #19 on: April 22, 2010, 03:58:44 pm »

i have to create a object called alarm0? anyways in the boss1 i havee a create object with paths the set alarm 0 to 5 and variables... and alarm0 event and a step event in which i have the code you told me either which is making the boss shoot millions of bullets a second  :-[
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Icypizza

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Re: help with alarms and boss in iwbt engine
« Reply #20 on: April 22, 2010, 07:55:43 pm »

for object "boss1":

Create event:
Code: [Select]
alarm[0]=50
Alarm 0 event:
Code: [Select]
instance_create(x,y,thunder)
alarm[0]=50

That's what you put.
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gatotx

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Re: help with alarms and boss in iwbt engine
« Reply #21 on: April 22, 2010, 08:04:34 pm »

for object "boss1":

Create event:
Code: [Select]
alarm[0]=50
Alarm 0 event:
Code: [Select]
instance_create(x,y,thunder)
alarm[0]=50

That's what you put.


wow thanks a million dude  :D

EDIT: also i wanted to know how u can make the camera to scroll alone like in the cart ride part in iwbtg  ;D
« Last Edit: April 25, 2010, 03:28:31 pm by SilentLoner »
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Icypizza

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Re: help with alarms and boss in iwbt engine
« Reply #22 on: April 25, 2010, 01:19:17 pm »

First, don't double post....

Here's how you do it:

Room → Views → Object following → player → Hbor (If you're using IWBTEngine defaults 800X608) 580 → Vbor 228
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gatotx

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Re: help with alarms and boss in iwbt engine
« Reply #23 on: April 25, 2010, 03:25:44 pm »

First, don't double post....

Here's how you do it:

Room → Views → Object following → player → Hbor (If you're using IWBTEngine defaults 800X608) 580 → Vbor 228

oh soz didnt notice..
anyways thx but i mean like when the camera scroll alone without the kid to be moving
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Icypizza

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Re: help with alarms and boss in iwbt engine
« Reply #24 on: April 25, 2010, 04:21:09 pm »

One way to do it:

Duplicate the camera object from IWBTEngine, remove the player part in the code so it's something like this
Code: [Select]
if (instance_exists(player)) {
    view_xview=800;
    view_yview=608+4;
}

replace it with the camera object in the room, give a speed, use the method I told you above, except the Object following is the new camera
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gatotx

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Re: help with alarms and boss in iwbt engine
« Reply #25 on: April 25, 2010, 05:47:36 pm »

One way to do it:

Duplicate the camera object from IWBTEngine, remove the player part in the code so it's something like this
Code: [Select]
if (instance_exists(player)) {
    view_xview=800;
    view_yview=608+4;
}

replace it with the camera object in the room, give a speed, use the method I told you above, except the Object following is the new camera

wow that worked thanks alot =D
im asking too many questions :o D: so... when u kill a boss or a npc or anything how do u make it so the music that is playing while ur fighting it stops?
« Last Edit: April 25, 2010, 06:35:03 pm by gatotx »
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Icypizza

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Re: help with alarms and boss in iwbt engine
« Reply #26 on: April 26, 2010, 08:55:49 am »

Code: [Select]
if (!instance_exists(obj_boss1)){sound_stop(music01)}Stops the music.

Code: [Select]
if (!instance_exists(obj_boss1)){sound_play(music01mustbemultimediafile)}Plays another music file (multimedia file)

2 ways to do it. But I haven't tested yet.
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gatotx

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Re: help with alarms and boss in iwbt engine
« Reply #27 on: April 26, 2010, 05:29:47 pm »

well this should  be my last question so.. how do you make it so that if you kill certain object (1 or more) a new path opens somewhere? like if u kill boss1 and boss2, path3 will open
            :spikes:
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pserafi

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Re: help with alarms and boss in iwbt engine
« Reply #28 on: April 26, 2010, 06:42:59 pm »

btw whats your game going to be called?
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Icypizza

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Re: help with alarms and boss in iwbt engine
« Reply #29 on: April 26, 2010, 07:30:43 pm »

object boss1 step event:
Code: [Select]
if (hp<1){global.boss1=1}if the boss has no health (you can change it to something like if the boss moves away or whateever), global.boss1=1

same thing with the second boss:
Code: [Select]
if (hp<1){global.boss2=1}when you beat both bosses, you should have both global.boss1=1 and global.boss2=1

Assuming you have a starting screen, the bottom path is the one you want to unlock, create blocks or whatever to block the path so you can get into it, in the step event of whatever object you place there:
Code: [Select]
if (global.boss1=1)and(global.boss2=1){instance_destroy()}if boss1 and boss2 are defeated, it destroys itself, of course you can also set change the object to a teleport or whatever.
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