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Posted: Wed Nov 23, 2011 12:00 am
by DEEMAN223344
I have a new picture.
Posted: Wed Nov 23, 2011 12:03 am
by StinkerSquad01
If the boss moves then do the lines follow it?
Posted: Wed Nov 23, 2011 12:05 am
by DEEMAN223344
I just tested it. The answer is yes.
Posted: Wed Nov 23, 2011 12:08 am
by StinkerSquad01
*flies back to Voidy topic to get code*
Posted: Wed Nov 23, 2011 12:21 am
by DEEMAN223344
Here's a video showing the movement of the boss.
http://www.youtube.com/watch?v=v6B6_eOJK1Y
Posted: Wed Nov 23, 2011 12:31 am
by boywhoflies
I like. :3
Posted: Wed Nov 23, 2011 7:57 pm
by DEEMAN223344
I added gravity to the Tiny Toasters, and now they're randomly appearing eveywhere and other glitchy stuff is happening.
Posted: Wed Nov 23, 2011 7:59 pm
by StinkerSquad01
Maybe I could help, can you post a screenshot of the event containing gravity?
Posted: Wed Nov 23, 2011 8:04 pm
by DEEMAN223344
Deeman wrote:Information about object: TinyToaster
Sprite: TT
Solid: false
Visible: true
Depth: -1234
Persistent: false
Parent: et
Mask: <same as sprite>
Create Event:
set Alarm 0 to 10
start moving in directions 000101000 with speed set to 6
set variable hp to 10
set the gravity to 0.4 in direction 270
Alarm Event for alarm 0:
set Alarm 0 to 10
create instance of object TinyToast at relative position (16,15)
Step Event:
if relative position (0,1) is not collision free for Only solid objects
set the vertical speed to -2
Collision Event with object blockHQ:
reverse horizontal direction
Collision Event with object object149:
reverse horizontal direction
Collision Event with object object227:
for other object: destroy the instance
play sound EnemyHurt; looping: false
set variable hp relative to -1
if hp is equal to 0
play sound EnemyDie; looping: false
destroy the instance
Collision Event with object Reverse:
reverse horizontal direction
Posted: Wed Nov 23, 2011 8:10 pm
by StinkerSquad01
For Voidy, I have
Code: Select all
Step Event:
COMMENT: check whether in air
if relative position (0,1) is collision free for Only solid objects
set the gravity to .5 in direction 270
else
set the gravity to 0 in direction 270
COMMENT: limit vertical speed
if vspeed is larger than 20
set the vertical speed to 20
for my gravity.
Never use the arrow movement for character with gravity, instead, use jump to position with relative checked.
Posted: Wed Nov 23, 2011 8:38 pm
by DEEMAN223344
I got it fixed, thanks!
Posted: Wed Nov 23, 2011 8:40 pm
by StinkerSquad01
Sure!

Posted: Sun Dec 04, 2011 8:19 pm
by DEEMAN223344
I randomly decided to post some new code I just added to the game.
This allows the player to keep health increases.
Code: Select all
if file_exists("Ducksave.dat")
script_execute(load)
else
maxlives = 3
room_goto_next()
Posted: Sun Dec 04, 2011 8:43 pm
by DEEMAN223344
I have gotten an error that shouldn't happen.
Code: Select all
___________________________________________
COMPILATION ERROR in Script: save
Error in code at line 4:
global.maxlives ="+string(global.maxlives)"Duck.y ="+string(Duck.y));
^
at position 44: Symbol , or ) expected.
Posted: Sun Dec 04, 2011 9:00 pm
by MyNameIsKooky
You have some unclosed/misplaced parenthesis and quotes.
Also, I get the feeling that you're still decompiling my games.
Posted: Sun Dec 04, 2011 9:02 pm
by DEEMAN223344
I am not. Why do you ask?
EDIT: Where are you talking about? I can't find any unclosed parenthesis.
Posted: Sun Dec 04, 2011 9:08 pm
by MyNameIsKooky
You are using the exact same saving method that I use.
Plus, in Fanmade Toaster 9001, your "WorldController" object uses the same sprite as my ET5 "FaceDrawer" object and they both have almost the exact same purpose.
I'm hoping you didn't lie about deleting the decompiler.
Posted: Sun Dec 04, 2011 9:19 pm
by DEEMAN223344
MyNameIsKooky wrote:You are using the exact same saving method that I use.
Plus, in Fanmade Toaster 9001, your "WorldController" object uses the same sprite as my ET5 "FaceDrawer" object and they both have almost the exact same purpose.
I'm hoping you didn't lie about deleting the decompiler.
So if it saves text to a file, I decompliled it? Seriously. It is a coincidence.
About the "WorldController, The sprite was supposed to mimic ET5's DoubleJump face. I just edited the face sprite I had, to do that. I just randomly picked that sprite. The world controller doesn't draw the faces, it draws the lives. The App object drew the faces until I found that I couldn't get the double jumping face to work, so I removed that code.
Posted: Sun Dec 04, 2011 9:29 pm
by MyNameIsKooky
DEEMAN223344 wrote:MyNameIsKooky wrote:You are using the exact same saving method that I use.
Plus, in Fanmade Toaster 9001, your "WorldController" object uses the same sprite as my ET5 "FaceDrawer" object and they both have almost the exact same purpose.
I'm hoping you didn't lie about deleting the decompiler.
So if it saves text to a file, I decompliled it? Seriously. It is a coincidence.
It doesn't seem like a coincidence.
A chunk of your (fixed) save code:
Code: Select all
global.maxlives = "+string(global.maxlives)+"
Duck.y = "+string(Duck.y));
A chunk of my save code:
Code: Select all
global.itemspace[0] = "+string(global.itemspace[0])+"
global.trials[0] = "+string(global.trials[0])+"
global.maxsplapples[0] = "+string(global.maxsplapples[0]));
Remove the arrays in mine and they're very similar.
Posted: Sun Dec 04, 2011 9:43 pm
by DEEMAN223344
I'm sorry that this whole coincidence is bothering you.
Two things:
When I decomplied the first time a long time ago, how did you know?
The mistakes almost prove that I wrote the code my hand this time.
Also, thanks for fixing my code.
Posted: Sun Dec 04, 2011 9:46 pm
by MyNameIsKooky
DEEMAN223344 wrote:I'm sorry that this whole coincidence is bothering you.
I'm sorry to bother you about bothering me.

I'm still going to be watching you like a hawk, though.
DEEMAN223344 wrote:When I decomplied the first time a long time ago, how did you know?
One of the pictures you posted a while had the Lazy Square in it, immediately next to some spikes. The four floating Z's above his head, complete with the font I used, was a dead giveaway.
DEEMAN223344 wrote:Also, thanks for fixing my code.
Of course.

Posted: Sun Dec 04, 2011 10:00 pm
by DEEMAN223344
I just looked at that picture.
I'd have to say, I have mixed feelings about that rip-off.
On one hand, I had my best level design there, and I really liked that clock.
On the other, it was still a rip-off. The plot was bad, the microwaves were cheap enemies. Also, I should never have decomplied your game. I'm sorry.
BTW, Picture time!
Posted: Sun Dec 04, 2011 10:02 pm
by MyNameIsKooky
Roaster's been lifting weights.
Posted: Sun Dec 04, 2011 10:04 pm
by DEEMAN223344
indeed
OK, the game is eating me now.
Instead of loading the first level, the game closes after Sean sends Dancing Duck for the anvil.
EDIT: Solved the problem. I'm such an idiot.
Posted: Sun Dec 04, 2011 11:27 pm
by DEEMAN223344
The game broke again. Can you help?
http://www.mediafire.com/?h1xsrzyr0pstzfm
EDIT: The problem was that the money save file thingy was overwriting the actual save.

I fixed it.
Posted: Mon Dec 05, 2011 12:41 am
by DEEMAN223344
EPIC CONFRONTATION
Posted: Mon Dec 05, 2011 2:42 am
by boywhoflies
Hey, isn't that my Worminator sprite?
Posted: Mon Dec 05, 2011 2:58 am
by Technos72
I'm finding the pictures of this game funny
Posted: Mon Dec 05, 2011 5:36 pm
by DEEMAN223344
boywhoflies wrote:Hey, isn't that my Worminator sprite?
Yes, It is. Thanks for it, BTW.
Posted: Mon Dec 05, 2011 8:00 pm
by DEEMAN223344
Why does this not work?
Code: Select all
Information about object: BossHP
Sprite: sprite306
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Draw Event:
draw the health bar with size (view_xview,view_yview+615,view_xview+250,view_yview+640) with back color black and bar color green to red