Please???
Note: I am a un-regestered user of GM-7
Posted 17 June 2007 - 06:20 PM
Posted 17 June 2007 - 06:48 PM
Platform Engine v2.3
Demo
By Martin Piecyk
The arrow keys move and control jumps. On examples 16 and 17, shift runs.
Pressing "Z" moves to the next example
Pressing "X" moves to the previous example
Pressing "R" restarts the current example
You can use this platform engine in your game as long as you state somewhere in your documentation, "Platform engine by Martin Piecyk." Also, Mario and Goomba are copyrighted by Nintendo, Inc. Thanks to Mark Overmars for creating Game Maker. My email is mpiecyk@gmail.com. If you use this engine, email me your finished game -- I would be happy to see it.
The Mario sprites used in this demo were ripped by Bacon.
Thanks to DiasRaven who made the ladder and ground sprites. You may use these sprites in your game as long as you mention that DiasRaven was the original creator.
Changes from v2.2
Fixed the double-jumping tutorial to allow double-jumping on jump-through platforms.
Changes from v2.1
Added sprites contributed by DiasRaven
Character now can't move faster horizontally when in air while holding shift
Added two player support
Added water
Changed the code which allows the character to run up hills to stop the character from appearing to "warp" up blocks brought to my attention by Deowin.
Changes from v2.0
Precise collision checking for moveable solids has been added
Changes from v1.7
The move functions now support decimal values
Altered some of the Mario sprites so their origins are exact
Fixed a problem where the character has a little "hiccup" when jumping to the left
Mario now takes longer to change the running direction from left to right
The flying system was changed a little
The ability of sliding down hills while ducking was removed since it didn't look too good
Precise collision checking with solids, ladders, and platforms are now allowed
Precise collision checking is still not allowed for the character and movable solids
Solids, ladders, and platforms now can have an origin other than (0,0)
The character can now run down hills (without falling)
The character slows down when running up hills
Changes from v1.6
The image speed is now the same when running both directions
2 scripts where added to check for moveable solids
If you press tap left or right quickly Mario moves only one or two pixels
The friction was increased
The flying system was changed a little
When Mario jumps, he moves to the left a little more if the user is pressing left
When Mario jumps, he moves to the right a little more if the user is pressing right
Changes from v1.4
When you hold shift, Mario can run faster
Mario has a slower acceleration
Mario doesn't automatically jump on ladders
Mario doesn't get stuck to the bottom of moving solids
When Mario is running at full speed, you can press control to make Mario jump higher or "fly"
When Mario is on a slope and you press down, Mario slides down the slope.
There are now "moveable solids" which Mario can push.
Changed many of the scripts
Removed many scripts (there are now 25 scripts, 6 of which the user should know, and still 1,200 lines of code)
Removed the game object
Posted 17 June 2007 - 06:53 PM
Posted 17 June 2007 - 08:12 PM
Posted 20 June 2007 - 03:50 PM
Posted 22 June 2007 - 01:45 PM
Posted 23 June 2007 - 01:12 AM
Nice example, but how do the platforms know which path to use? They have no coding.
Posted 23 June 2007 - 01:23 AM
with (obj_player) {
if (place_meeting(x,y+1,other) && place_free(x+other.hspeed,y)) x = round(x+other.hspeed)
}
Posted 15 September 2007 - 02:35 PM
Posted 31 August 2010 - 10:00 AM
When your platform get collised with marker that reverse direction of platform, its speed set to 0 for a while. To make this code really good, you should fix that. Otherwise player will stop while being on it so he can fll out.Guys, he's just looking for a code!
Here, I'll just give you a VERY simple one I'm using in the Platform Example I'm making. Tested it even, and it works. Make sure the platform is solid, and is using hspeed to move, then do:
Horizontal Platform Step Event:with (obj_player) { if (place_meeting(x,y+1,other) && place_free(x+other.hspeed,y)) x = round(x+other.hspeed) }
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