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Boxinator Help

Posted: Sat Apr 02, 2011 3:38 pm
by StinkerSquad01
I was playing MNIK's game Boxinator since I liked the world in ET3, I cant complete the first level. :shock: Help please?

Posted: Sat Apr 02, 2011 3:59 pm
by MyNameIsKooky
The latest version of Boxinator is glitched, and I don't have the gmk anymore, so I can't fix it.

Posted: Sun Apr 03, 2011 4:33 pm
by Emerald141

Posted: Sun Apr 03, 2011 5:12 pm
by Nobody
Oh by the way, was Boxinator when you started planning Lost Data. You said that Frank tried to harness the Boxinator's powers, and when I suggested that plot back when Boxinator was still in production you said that "you knew exactly what the plot would be now" as if I'd given you an idea.

Posted: Sun Apr 03, 2011 5:21 pm
by StinkerSquad01
MyNameIsKooky wrote:The latest version of Boxinator is glitched, and I don't have the gmk anymore, so I can't fix it.
You should remake it. I went to the new levels for the demo, and it was great! Cirveyors, Grey Wurps with the laser shots sent at the grey tumblers, Green tumblers, fireballs, surfing the red blocks (Plocks right?)...I really like it! :D

Posted: Sun Apr 03, 2011 5:28 pm
by MyNameIsKooky
Nobody wrote:Oh by the way, was Boxinator when you started planning Lost Data. You said that Frank tried to harness the Boxinator's powers, and when I suggested that plot back when Boxinator was still in production you said that "you knew exactly what the plot would be now" as if I'd given you an idea.
Lost Data wasn't even thought of until midway through Evil Toaster 2. Frank wasn't thought of either.

I was planning to have some guy as the final boss in Boxinator where he tries to steal Boxinator's plock powers through the plocks, like you suggested. So you did give me an idea.
Emerald141 wrote:Actually, I was considering making a remake of Boxinator but A) I'm not sure I have the dedication necessary and B) I'm not sure MyNameIsKooky would be okay with that.
Go ahead, I don't care anymore. I've indeed considered a Boxinator remake, but I have bigger games to cook.

Posted: Sun Apr 03, 2011 8:28 pm
by StinkerSquad01
MNIK wrote: Go ahead, I don't care anymore. I've indeed considered a Boxinator remake, but I have bigger games to cook.
D:




(Also, what is wrong with this post?)

Posted: Sun Apr 03, 2011 8:33 pm
by Emerald141

Posted: Sun Apr 03, 2011 8:46 pm
by boywhoflies
Gravity. :P

Posted: Sun Apr 03, 2011 8:55 pm
by Emerald141

Posted: Sun Apr 03, 2011 8:57 pm
by MyNameIsKooky
For gravity, I use "set gravity to 0.6 in direction 270"

For jump height/speed, I use "set vspeed to -13"

I almost always use -13 for jumps in my games.

Posted: Sun Apr 03, 2011 9:07 pm
by Emerald141

Posted: Sun Apr 03, 2011 9:11 pm
by boywhoflies
Dnd is eazier. GML has more functions. Your choice.

For the flying thing, are you setting the vertical or horizontal speed? :P

Posted: Sun Apr 03, 2011 9:12 pm
by MyNameIsKooky
Emerald141 wrote:I have GM8 Lite. Why is the character flying to the left?
You probably programmed the gravity wrong.

Also, don't use the codes if you're a beginner like you say.

Posted: Sun Apr 03, 2011 9:29 pm
by Emerald141

Posted: Sun Apr 03, 2011 9:33 pm
by boywhoflies
1 Turn the gravity off if there is a solid object at relitive 0,1. Step event.
2 Check if you are on the ground in the same way as above.

Posted: Sun Apr 03, 2011 9:34 pm
by MyNameIsKooky
Emerald141 wrote:Two more questions.
1.) The system I'm using right now to have the player not fall through the walls is setting the vertical speed to 0 upon collision. However, when the player is about to hit the floor, it stops a short distance away before starting up again (if you don't know what I mean, check the original Boxinator.) How do I stop it from doing that?
That's a problem that I used to have. You have to use the icon in the move tab that says "Move to contact". Adjust it's parameters to make it say "move to contact in direction direction at most 16 till a contact with solid objects".
Emerald141 wrote:2.) Can I set a limited jump height for the player/prevent them from jumping in midair?
You don't need a "limited jump height". Gravity will do that for you.

As for making the player not jump in the air, have the jump event check if there is a solid object below you (make sure you make the ground solid).

Posted: Sun Apr 03, 2011 9:38 pm
by boywhoflies
We posted at the same time... :P Somewhat.
Use that move to collison thing Kooky mentioned, I use that too. :P