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Qloof234
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Post by Qloof234 » Mon May 04, 2009 4:49 am

Not like I'll be able to help, but how does it not work? :?
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Blast!10
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Post by Blast!10 » Mon May 04, 2009 6:51 am

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I found a cure for the teleporter thing.
I'm programming the example now, please wait a while :D

EDIT: I. M. Dunn.

BTW... dlcs18, I'm not more experienced than you in GM but vice versa.
The only thing I'm slightly better than you at is GML coding -- and that's not surprising really because I've been using it longer than you -- but with your experience you can easily catch up with me.
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jdl
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Post by jdl » Mon May 04, 2009 11:58 am

Ok, the teleporting works!!! Thank you Blast!10!!!

As for the 2 player thing, I think I'm gonna scrap it since the game is called "Stinky's Labyrinth". However, if it's fixed, I might use it in the last couple levels! :wink:
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jdl
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Post by jdl » Mon May 04, 2009 1:02 pm

Stinky's Labyrinth Demo 3

This Demo Includes:

7 Levels!
More "Stable" Moving Actions!
(Thanks To Dlcs18!!! :wink: )
4 Different Colored Keys And Gates!
Red Teleporters!
(Thanks To Blast!10!!!)
Updated Level Select Screen!
Fixed Scoring!
Background Music!


Link: http://205.196.120.215/t3m2wznxyyyg/z35 ... Demo+3.exe

Future Plans:

More Teleporter Colors!
The Ability To Switch Between Two Characters!
More Enemies!
(Hopefully I can get that Chomper...)

Have fun,

jdl :mrgreen:
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dlcs18
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Post by dlcs18 » Mon May 04, 2009 1:19 pm

Wow! I played Demo 3 right now and it was very fun. :D I like the music too.
I think it's gonna be brilliant when it's finished. 8)
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Post by jdl » Mon May 04, 2009 1:22 pm

Thanks! :D When I played it, I was like: "Did I really make this??? :shock: :o :D 8) "
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Blast!10
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Post by Blast!10 » Mon May 04, 2009 1:36 pm

Dlcs18's engine is a bit buggy.
You can't hold down the button to move... you have to repress it all the time and you need good timing.
You can even go over teleporters and through keys.
The moving engine in my teleporter example is more stable, as you can see. :)
It was introduced in the Maze Game tutorial on yoyogames.
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dlcs18
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Post by dlcs18 » Mon May 04, 2009 1:42 pm

Blast!10 wrote:Dlcs18's engine is a bit buggy.
You can't hold down the button to move... you have to repress it all the time and you need good timing.
You can even go over teleporters and through keys.
The moving engine in my teleporter example is more stable, as you can see. :)
It was introduced in the Maze Game tutorial on yoyogames.
I told you that you were more experienced. :P

EDIT: And just another thing that I wanna mention since it kinda bothers me if you don't know, my moving engine was just mixing in with jdl's moving engine thingy, I didn't redesign the whole thing.

@jdl: I'm gonna try and make a chomper animation now and I should be done in about 10 min.
Last edited by dlcs18 on Mon May 04, 2009 1:54 pm, edited 1 time in total.
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Post by jdl » Mon May 04, 2009 1:52 pm

dlcs18 wrote:
Blast!10 wrote:Dlcs18's engine is a bit buggy.
You can't hold down the button to move... you have to repress it all the time and you need good timing.
You can even go over teleporters and through keys.
The moving engine in my teleporter example is more stable, as you can see. :)
It was introduced in the Maze Game tutorial on yoyogames.
I told you that you were more experienced. :P
I just wanna thank you both! It doesn't have to be a perfect game. As long as it works the way I need it to, it's ok. :)
dlcs18 wrote:@jdl: I'm gonna try and make a chomper animation now and I should be done in about 10 min.
I already started on one, but it looks really crappy so I'll probally go with yours. Remember, it must be 23 X 29 and have the transparenty color:
Red: 64, Blue: 128, Green: 0.
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dlcs18
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Post by dlcs18 » Mon May 04, 2009 2:11 pm

Wa ny! My chomper sprites just disappeared! O_O
Probably cuz of fake converting to GIF... *facepalm*

We should probably go with yours. After all, it might not be crappy...
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Post by jdl » Mon May 04, 2009 2:13 pm

Your saying that this isn't crappy?

EDIT: Can you just post the frames?
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dlcs18
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Post by dlcs18 » Mon May 04, 2009 2:20 pm

jdl wrote:Your saying that this isn't crappy?
Yes... those ain't crappy at all! Mine weren't any better.
jdl also wrote:EDIT: Can you just post the frames?
That's the thing... all the frames just disappeared after I changed them into GIF. :(
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Post by jdl » Mon May 04, 2009 2:24 pm

Oh, ok. So I'll just use mine then I guess. Unless someone can make one any better...
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Blast!10
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Post by Blast!10 » Mon May 04, 2009 2:31 pm

I am making a chomper sprite for the game too.
Also, here is a vid about the engine bugs.

EDIT: It's ready.
and have the transparency color: Red: 64, Blue: 128, Green: 0.
No it doesn't...

Game Maker sets the color of the bottom-left pixel as the transparent color.
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Post by jdl » Mon May 04, 2009 2:41 pm

1. Your mean't to collect the key when your completely on the tile. I implemented that programming, not Dlcs18. Dlcs18 just helped with the moving and other things.

2. Your not supposed to get killed whenever you collide with the gate. :wink: That was also my programming.

3. The way you had the teleporter set up was: Whenever just a little pixel of the player touches the teleporter, you get transported. I fixed it the same way I did the key. That also fixed you comming out of the teleporter walking 2 spots. :wink: But that eliminates you walking out of the teleporter.

EDIT: I'm definitely using your animation!!! Thanks! :D
Last edited by jdl on Mon May 04, 2009 2:43 pm, edited 2 times in total.
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dlcs18
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Post by dlcs18 » Mon May 04, 2009 2:42 pm

Hopefully these steps will fix those blasted engine bugs.

1. On the stinky object, change the "key press" to just "keyboard" events.
2. On that event change teh "snap to grid" thingy with "if object is snapped to grid" and place the action just above the moving action if it isn't like that already.

And then the engine will hopefully be REALLY smooth. :)
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Post by Blast!10 » Mon May 04, 2009 2:48 pm

[deleted by poster...
my suggestion makes no difference]
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dlcs18
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Post by dlcs18 » Mon May 04, 2009 2:52 pm

Blast!10 wrote:Adding on to Dlcs's post, change the End Step event to <no key>.
This makes the perfect gridsnap engine.
I chose the End Step option because having the <no key> event makes it so when you are holding down spacebar or something like that when moving you will keep going. And that's a bit of a flaw IMO.
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Post by Blast!10 » Mon May 04, 2009 2:58 pm

BTW, jdl, tyteen just reported to me that the links don't work for him. May I upload the .exe files to my site and see if it works? :)
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Post by jdl » Mon May 04, 2009 3:07 pm

Blast!10 wrote:BTW, jdl, tyteen just reported to me that the links don't work for him. May I upload the .exe files to my site and see if it works? :)
Sure! :D BTW, I'm testing Dlcs18's new moving action he just posted. I'll post the results in a minute...
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Post by jdl » Mon May 04, 2009 3:21 pm

Ok, it works, but their is a mayjor glitch! Say your moving up, and you press left or right in the middle of moving up. You will no longer be snapped to the grid and will not stop moving until you get back on it!!! Look at the picture.
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dlcs18
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Post by dlcs18 » Mon May 04, 2009 3:28 pm

Hmm... that's weird.
I wrote:2. On that event change teh "snap to grid" thingy with "if object is snapped to grid" and place the action just above the moving action if it isn't like that already.
This was the step that was supposed to prevent that from happening. So I don't understand what's wrong. So I'll go ask Yuv. :P
EDIT: He doesn't seem to be on Skype at the moment. :|
EDIT2: Now he needs to fix his internet so he won't be on for a while. I'll try to see why the game is doing that.
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Post by jdl » Mon May 04, 2009 3:41 pm

Ok.

Now, I got the Chomper object inserted. I want it to go left and right only, and when it hits a wall, turns around.
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dlcs18
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Post by dlcs18 » Mon May 04, 2009 3:43 pm

I done some testing with teh movement, and for me it seems absolutely fine. :?
Did you make sure the "Check if object is snapped to grid" comes before the "move instance" action?
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Post by dlcs18 » Mon May 04, 2009 3:46 pm

jdl wrote:Ok.

Now, I got the Chomper object inserted. I want it to go left and right only, and when it hits a wall, turns around.
Make event called "create" in chomper object.
Put in a move instance action, select both left and right for the directions.
On collision with a wall, add an action which says "Reverse horizontal direction".
Then you should have chomper. :D

But you'll run into a problem: The chomper isn't facing left when it goes left. I'm gonna flip the chomper sprite and then tell you the instructions to make the sprite change when it goes a diff. direction.
Last edited by dlcs18 on Mon May 04, 2009 3:58 pm, edited 1 time in total.
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Post by dlcs18 » Mon May 04, 2009 3:57 pm

k here is flipped guy

make another sprite and add it, so you have a sprite of a left chomp and a right one

OK here is what you tal do.

Make an event in chomper called Step
Put these actions in:

If variable hspeed is larger than 0
Set sprite to right facing chomper
If variable hspeed is smaller than 0
Set sprite to left facing chomper

EDIT: Aw crap... XD The left facing chomper is not animated so wait another sec...
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Post by jdl » Mon May 04, 2009 4:00 pm

I made 2 sprite animations of the Chomper. 1 normal and 1 flipped.
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Post by dlcs18 » Mon May 04, 2009 4:02 pm

O ok, well just follow the instructions above, then. :)
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Post by jdl » Mon May 04, 2009 4:07 pm

It works, but the whole animation is not showing for both sprites. It just shows the first frame!!! :shock:
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Post by jdl » Mon May 04, 2009 4:10 pm

Here is the object info:
Information about object: Chomper

Sprite: Chomper
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>

Create Event:
align position to a grid with cells of 23 by 29 pixels
start moving in directions 000001000 with speed set to 2.875

Step Event:
if hspeed is larger than 0
set the sprite to Chomper with subimage 0 and speed 1
if hspeed is smaller than 0
set the sprite to Chomper Reversed with subimage 0 and speed 1

Collision Event with object Wall:
reverse horizontal direction
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