Shadow Fawn Games

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boywhoflies
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Post by boywhoflies » Sun Sep 18, 2011 1:02 am

You can probaly find a engine toutorial off of youtube if you realy need it.
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Nobody
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Post by Nobody » Mon Oct 10, 2011 10:53 pm

I DOWNLOADED AN ENGINE...

that I don't wanna use. Also, I don't feel like downloading another one. *collapses*
i should change my signature to be rude to people who hate pictures of valves
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Nobody
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Post by Nobody » Wed Oct 26, 2011 6:08 am

Hey, you know how I made boxart for MNIK Games?
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Nobody
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Post by Nobody » Wed Oct 26, 2011 6:16 am

DP.

Oops, I forgot to give xpr'd credit for the awesome logo! :oops:
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~xpr'd~
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Post by ~xpr'd~ » Wed Oct 26, 2011 7:29 pm

You don't have to, but thanks anyways.
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she/her | Sayori#2285
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Nobody
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Post by Nobody » Fri Nov 04, 2011 7:29 pm

Hey, does anyone feel like diong a collaboration thing with me where they start out by making basic stuff like the engine, enemies, ect. and then I do most of what's left, such as levels 2+, more enemies, more hazards, maybe improving thee engine but i doubt it?
Future Everyone wrote:No.
i should change my signature to be rude to people who hate pictures of valves
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MyNameIsKooky
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Post by MyNameIsKooky » Fri Nov 04, 2011 8:04 pm

Obviously I'm not going to just go and make most of the game for you, but I could help you with stuff.

Also, it's better if you make the engine yourself, that way you'll understand exactly how it works as you're making the game.
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DEEMAN223344
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Post by DEEMAN223344 » Fri Nov 04, 2011 8:35 pm

MyNameIsKooky wrote:Also, it's better if you make the engine yourself, that way you'll understand exactly how it works as you're making the game.
It took me at most a week to be able to fluently understand ET when I decompiled it. I even started 2 fangames using it.
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MyNameIsKooky
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Post by MyNameIsKooky » Fri Nov 04, 2011 8:42 pm

DEEMAN223344 wrote:
MyNameIsKooky wrote:Also, it's better if you make the engine yourself, that way you'll understand exactly how it works as you're making the game.
It took me at most a week to be able to fluently understand ET when I decompiled it.
And knowing how awful you are at Game Maker, you wouldn't know how to make something new that fits in with my engine.
DEEMAN223344 wrote:I even started 2 fangames using it.
You mean ripoffs. It's game-stealing *sstards like you that make me want to stop making games.
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Nobody
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Post by Nobody » Fri Nov 04, 2011 8:47 pm

Future Evil Troll wrote:I decompiled your game and found a missing comma in it! *shot*
And then he would go to a safe place and watch the chaos.
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DEEMAN223344
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Post by DEEMAN223344 » Fri Nov 04, 2011 8:55 pm

MyNameIsKooky wrote:
DEEMAN223344 wrote:
MyNameIsKooky wrote:Also, it's better if you make the engine yourself, that way you'll understand exactly how it works as you're making the game.
It took me at most a week to be able to fluently understand ET when I decompiled it.
And knowing how awful you are at Game Maker, you wouldn't know how to make something new that fits in with my engine.
DEEMAN223344 wrote:I even started 2 fangames using it.
You mean ripoffs. It's game-stealing *sstards like you that make me want to stop making games.
Remember, I stopped decompiling. And besides, The reason AoDD2 is so awful at the moment is because I was using an awful engine from when I was awful. You can't expect me to fix it overnight. Besides, right now, the worst ting about it is the death and save engine. I called out to YOU, to help me. YOU. I know Blast!10 helped you with the save engine back when ET2 was nothing. Maybe I should go to him, he was one of my few friends while I was banned, and you keep complaining about things that I apologized for.
Edit: Let's just forget everything. I'm sorry about the decompiling.
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MyNameIsKooky
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Post by MyNameIsKooky » Fri Nov 04, 2011 9:09 pm

DEEMAN223344 wrote:I know Blast!10 helped you with the save engine back when ET2 was nothing.
Blast!10 had nothing to do with the production of any of the Evil Toaster games.
DEEMAN223344 wrote:I called out to YOU, to help me. YOU.
And you expect me to help you after outright stealing my games?
Emerald141
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Post by Emerald141 » Fri Nov 04, 2011 9:20 pm

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DEEMAN223344
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Post by DEEMAN223344 » Fri Nov 04, 2011 9:23 pm

...And you expect me to continue this into a flamewar?
Seriously, I literally never released any games made with the code that was decompiled. I'm glad that I lost my computer, because I actually not only lost the gmk files, but I also lost AoDD which had stolen data. The closest things that I released were the anniversary game, which was a replica of the game to the best of my ability, and the video of ET vs Dancing Duck, which was actually from stolen code.
I truly regret downloading that stupid decompiler and am happy that it got deleted from the internet. There's no games for it to decompile where it is now. I wish you would just forgive me.
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StinkerSquad01
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Post by StinkerSquad01 » Fri Nov 04, 2011 9:29 pm

MyNameIsKooky wrote:
DEEMAN223344 wrote:
MyNameIsKooky wrote:Also, it's better if you make the engine yourself, that way you'll understand exactly how it works as you're making the game.
It took me at most a week to be able to fluently understand ET when I decompiled it.
And knowing how awful you are at Game Maker, you wouldn't know how to make something new that fits in with my engine.
DEEMAN223344 wrote:I even started 2 fangames using it.
You mean ripoffs. It's game-stealing *sstards like you that make me want to stop making games.
You are very harsh when you're angry...
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MyNameIsKooky
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Post by MyNameIsKooky » Fri Nov 04, 2011 9:29 pm

DEEMAN223344 wrote:I wish you would just forgive me.
OK, you're forgiven. Sorry for the outburst, I've just been in a very bad mood recently.
Emerald141 wrote:What else do you want, really?
I want him to never bring up the subject again.
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DEEMAN223344
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Post by DEEMAN223344 » Fri Nov 04, 2011 9:36 pm

MyNameIsKooky wrote:
Emerald141 wrote:What else do you want, really?
I want him to never bring up the subject again.
That's all you really had to say.
I will not bring up the subject again.
Je n'évoquerai pas le sujet encore.
我不再會提出主題。
I think I've said it enough times.
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Nobody
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Post by Nobody » Tue Nov 08, 2011 7:06 pm

Ergh.

HOW DO YOU MAKE IT SO THAT YOU CAN STILL MOVE WHILE ON THE GROUND?! :P
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MyNameIsKooky
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Post by MyNameIsKooky » Tue Nov 08, 2011 7:43 pm

What programming are you using for movement and collision?
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Nobody
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Post by Nobody » Tue Nov 08, 2011 8:40 pm

Step: If there isn't a collision with a solid object, the gravity will be set to 4.

Collision with ground: You will move at speed 0 down, left, and right.

Press left/right: Move left/right at speed 4.

Release left/right: Move left/right at speed 0.
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MyNameIsKooky
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Post by MyNameIsKooky » Tue Nov 08, 2011 9:04 pm

Nobody wrote:Step: If there isn't a collision with a solid object, the gravity will be set to 4.
Make sure the direction is set to 270. Here's the pseudo-code I use in all of my platforming games (click on the "Show Information" button in the object editor to see the pseudo-code on your object):

Code: Select all

if relative position (0,1) is collision free for Only solid objects
set the gravity to 0.8 in direction 270
else
set the gravity to 0 in direction 270
Nobody wrote:Press left/right: Move left/right at speed 4.

Release left/right: Move left/right at speed 0.
Don't use the arrow thingies for movement, they work horribly when it comes to moving while airborne. Instead, use Jump to Position (make sure the "relative" box is checked).
Nobody wrote:Collision with ground: You will move at speed 0 down, left, and right.
If you want an object to stop moving in all directions, just toggle the square in the middle of the arrow thingies. You don't have to press all of them. Here's the collision pseudo-code I use:

Code: Select all

move in direction direction at most 16 till a contact with solid objects
start moving in directions 000010000 (which is the box thingy in the middle) with speed set to 0
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boywhoflies
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Post by boywhoflies » Tue Nov 08, 2011 9:19 pm

^Holy crap, our platformer engines are, like, allmost idenical. 0_0
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DEEMAN223344
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Post by DEEMAN223344 » Tue Nov 08, 2011 9:34 pm

@BWF and MNIK, Agreed.
I decided to take the save problem into my own hands, and fixed it.
Now, how do you make it so it waits before making you take more damage? My adaptation is terrible (it waits too long and stuff).
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boywhoflies
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Post by boywhoflies » Tue Nov 08, 2011 9:38 pm

How I did it(IIRC):
Have a varible called "pain"
Make "pain" go down by one each step
When it's made that you can get hurt, check if pain is smaller than 1. If so, then you get hurt.
When you do get hurt, set pain to how many steps it should before you can get hurt again
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DEEMAN223344
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Post by DEEMAN223344 » Tue Nov 08, 2011 9:57 pm

I found out that the timer was too long.
Fixed it.
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MyNameIsKooky
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Post by MyNameIsKooky » Wed Nov 09, 2011 12:15 am

boywhoflies wrote:How I did it(IIRC):
Have a varible called "pain"
Make "pain" go down by one each step
When it's made that you can get hurt, check if pain is smaller than 1. If so, then you get hurt.
When you do get hurt, set pain to how many steps it should before you can get hurt again
I just use an alarm.
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DEEMAN223344
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Post by DEEMAN223344 » Wed Nov 09, 2011 12:18 am

^Same here. I originally had the Alarm in AoDD for 60 frames, but that proved to be too long.
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boywhoflies
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Post by boywhoflies » Wed Nov 09, 2011 12:22 am

MyNameIsKooky wrote:
boywhoflies wrote:How I did it(IIRC):
Have a varible called "pain"
Make "pain" go down by one each step
When it's made that you can get hurt, check if pain is smaller than 1. If so, then you get hurt.
When you do get hurt, set pain to how many steps it should before you can get hurt again
I just use an alarm.
You might need that extra alarm later on, though.
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MyNameIsKooky
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Post by MyNameIsKooky » Wed Nov 09, 2011 12:53 am

boywhoflies wrote:
MyNameIsKooky wrote:
boywhoflies wrote:How I did it(IIRC):
Have a varible called "pain"
Make "pain" go down by one each step
When it's made that you can get hurt, check if pain is smaller than 1. If so, then you get hurt.
When you do get hurt, set pain to how many steps it should before you can get hurt again
I just use an alarm.
You might need that extra alarm later on, though.
If you need more alarms, then just make invisible objects...
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boywhoflies
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Post by boywhoflies » Wed Nov 09, 2011 12:57 am

Good point. Now that I think about it, you could probaly make extra alarms with trigger events as well.[/code]
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