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Help With Spyro Game


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#1 Cotote1

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Posted 28 May 2008 - 11:16 AM

Hi, i'm cotote and before you ask, i am a real n00b at gamemaker. I am really slow at learning things to do with gamemaker, i started in 2005 and i'm still unfamiliar with most of the D&D functions in Gamemaker. I still know a few basics but.....i have alot of questions. Please be patient with me and dont be too judgemental.
Now, i'm making a Spyro game mased on the Original trilogy, but a 2d sidescroller style, i have a few questions on things.
1.I'm trying to set up an inventory system for my game where i can see the amount of items for not only the whole game in general, but for spacific levels, any ideas on how to do this? I would also like it so if i collect a gem, the counter for the gems will pop up for about a second and then disappear.
2.I'm trying to make it so when i enter a level, all gems, objects, characters like moneybags who will go away once i've payed him to all be deleted, BUT i want all enemies, minigames (so i can do them again but not get the object reward) all the things i opened (Such as moneybags payments) to respawn. So, how do i do this? Do i sound too confusing? In other words, i want everything except for enemies and minigames (except for the reward) to be persistant.
3.Wall kick (like Mario or ratchet)

I'll have more questions later but it would be good if someone could answer these!

Edited by Cotote1, 28 May 2008 - 12:04 PM.

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#2 serenity4ever

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Posted 28 May 2008 - 11:19 AM

Your not supposed to just request things your supposed to tell us how you tried to implement things and then we try to fix your code to make it work/do what you want.

so for a start what have you got in the game up to now? and have you looked at the platformer tutorial?

Edited by serenity4ever, 28 May 2008 - 11:20 AM.

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#3 Cotote1

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Posted 28 May 2008 - 11:32 AM

ok, sorry, as i said i'm a real n00b and pretty thick too!
yeah, i've looked at the tutorial but got pretty confused when looking at the text, but really, i'm pretty sure that the tutorial doesn't solve any one of the two problems.
1.it only has global score/level score, not both in one
2.i dont think it mentions it.
but the whole reason bwhy i havn't posted a code or an error is because i have no possible clue how i'm going to execute either of these things. ok, i sound like a dummy, i know...
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#4 serenity4ever

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Posted 28 May 2008 - 11:37 AM

do you have any of the game made yet or are you getting ready to start from scratch?
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#5 Cotote1

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Posted 28 May 2008 - 11:49 AM

Oh, i've started but only yesterday, i guess i should really get on with other things first like speedways, ladders, minigames etc but i'm just making sure that the hard bits get answered too.
What i've got down packed so far:
1.Gems
2.Gliding
3.Flaming
4.homeworlds (How to enter portals)
5.Title screens/paused
6.basic platforms
7.basic enemies
8.exiting levels
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#6 serenity4ever

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Posted 28 May 2008 - 12:24 PM

not sure how to achieve it since persistant in to the room would stop enemies coming back and persistant to the object would keep them in the position in every room and doesn't count for destruction it could be achieved by variables but its not going to be very simple.
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#7 Cotote1

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Posted 28 May 2008 - 12:32 PM

I know, thats why i'm getting most o the advanced stuff out of the way first. I wish there was a d&d option which was "delete forever"
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#8 nononick

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Posted 28 May 2008 - 07:01 PM

try setting a global variable or something for moneybag.
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#9 Cotote1

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Posted 29 May 2008 - 07:44 AM

yeah, i'll try and do stuff with global.variables....

Now, some pretty simple problems
1.Stuck in the wall-Ok, common glitch, i glide and instead of hitting a block and fall i get stuck there, is there any eas solution to this problem?
2.Gliding/jumping on a ladder- I just want to jump off the middle of a ladder, i'm not saying i just want to FALL OFF, i want to jump off one (and not just from the top of it too).
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#10 makerofthegames

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Posted 29 May 2008 - 07:51 AM

Sorry. But, I heavily doubt you're ready to do all that.

You said you're a n00b to gamemaker, And if 'n00b's made these kinds of games we'd have alot better games on this forum.

Try something simple, Read the tutorials, Try to figure out what the manual means, Experiment, Download some open source games and look what they did and see how you can use that.


This forum is sopose to be the LAST thing you turn too, not the first.

Saddly, People don't understand that.
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#11 Cotote1

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Posted 29 May 2008 - 08:00 AM

Ok, i'm sorry, i'll get out of here...
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#12 serenity4ever

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Posted 30 May 2008 - 07:40 PM

Sorry. But, I heavily doubt you're ready to do all that.

You said you're a n00b to gamemaker, And if 'n00b's made these kinds of games we'd have alot better games on this forum.

Try something simple, Read the tutorials, Try to figure out what the manual means, Experiment, Download some open source games and look what they did and see how you can use that.


This forum is sopose to be the LAST thing you turn too, not the first.

Saddly, People don't understand that.


Well so much to this been a friendly place, everybody learns different ways some people can learn through using the tutorials, open source games and the manual others learn by diving in and having somebody to help them along all this project seems to me is a basic platform game plus a little more there is absolutely no need to be like that.


Cotote1: With that said try some things and then come back to us with what you have tried such as what have you tried to solve the wall problem you have had and other things were not really here to just solve things were try to help you fix your code that you have already done.
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#13 makerofthegames

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Posted 03 June 2008 - 07:20 PM

Well so much to this been a friendly place

I was being perfectly friendly.

I didn't yell, swear, insult or anything.

You're being unfriendly by acting like this.

The truth is not always nice, But it is the truth and I think he needs more practice with Game Maker.
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#14 ethanmark7199

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Posted 26 February 2012 - 04:23 PM

I started working on my Spyro game, too. But I have a problem with the gems. How do I make a gem I collect disappear in a level I got the gem at so when I enter another level and come back here and it will be still gone?
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#15 RangerX

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Posted 26 February 2012 - 04:51 PM

I started working on my Spyro game, too. But I have a problem with the gems. How do I make a gem I collect disappear in a level I got the gem at so when I enter another level and come back here and it will be still gone?


Your gem object needs to be persistent.
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#16 kburkhart84

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Posted 26 February 2012 - 07:27 PM

The basic way to handle things remaining "gone" is to create an array(or ds_list) that each instance of the object has an index in. There are two ways actually. One would be to have in the creation event of each instance, it checks against the index it is connected to, and deletes itself if it was already picked up. Then in the instance creation code(the one that can different even though the object is the same) you assign a different index/id to each moneybag, so that it knows where to look.

The second way is similar, but instead of each instance checking for itself, a controller object creates them upon starting a level. So, each level could have an array/ds_list. Then, when the level starts, an object(controller) goes through the list/array and creates instances of the moneybags where the list indicates they should be, and haven't been collected yet.

Either one of these solutions could work. One requires each object instance to control itself against the list(and requires you to track what indices have/have not been used). The advantage to this one is that you can easily place said objects within the room editor. The second method doesn't require you to track indices in the same manner, because it is all coded, including the positions. But the issue is just that, you have to code where the bags go, instead of placing them around in the room, unless you create a sort of "editor" that does it for you.
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#17 ethanmark7199

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Posted 26 February 2012 - 07:47 PM

Your gem object needs to be persistent.


How do I make it persistent?

The basic way to handle things remaining "gone" is to create an array(or ds_list) that each instance of the object has an index in. There are two ways actually. One would be to have in the creation event of each instance, it checks against the index it is connected to, and deletes itself if it was already picked up. Then in the instance creation code(the one that can different even though the object is the same) you assign a different index/id to each moneybag, so that it knows where to look.

The second way is similar, but instead of each instance checking for itself, a controller object creates them upon starting a level. So, each level could have an array/ds_list. Then, when the level starts, an object(controller) goes through the list/array and creates instances of the moneybags where the list indicates they should be, and haven't been collected yet.

Either one of these solutions could work. One requires each object instance to control itself against the list(and requires you to track what indices have/have not been used). The advantage to this one is that you can easily place said objects within the room editor. The second method doesn't require you to track indices in the same manner, because it is all coded, including the positions. But the issue is just that, you have to code where the bags go, instead of placing them around in the room, unless you create a sort of "editor" that does it for you.

What would the code look like if I make a ds_list?
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#18 ethanmark7199

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Posted 26 February 2012 - 07:49 PM


Your gem object needs to be persistent.


How do I make it persistent?


Oh, never mind...
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#19 kburkhart84

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Posted 26 February 2012 - 07:58 PM


Your gem object needs to be persistent.


How do I make it persistent?

The basic way to handle things remaining "gone" is to create an array(or ds_list) that each instance of the object has an index in. There are two ways actually. One would be to have in the creation event of each instance, it checks against the index it is connected to, and deletes itself if it was already picked up. Then in the instance creation code(the one that can different even though the object is the same) you assign a different index/id to each moneybag, so that it knows where to look.

The second way is similar, but instead of each instance checking for itself, a controller object creates them upon starting a level. So, each level could have an array/ds_list. Then, when the level starts, an object(controller) goes through the list/array and creates instances of the moneybags where the list indicates they should be, and haven't been collected yet.

Either one of these solutions could work. One requires each object instance to control itself against the list(and requires you to track what indices have/have not been used). The advantage to this one is that you can easily place said objects within the room editor. The second method doesn't require you to track indices in the same manner, because it is all coded, including the positions. But the issue is just that, you have to code where the bags go, instead of placing them around in the room, unless you create a sort of "editor" that does it for you.

What would the code look like if I make a ds_list?


It's more complicated than I would want to simply "write-out" here for you. But the functions are in the manual, and they aren't all that complicated to use, though to simply "apply" it to your case would depend on how you are wanting to do it. I believe if you look for the "inventory" example/tutorials, some of them use the data structures, and could give you some help in learning how.
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#20 ethanmark7199

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Posted 26 February 2012 - 08:29 PM

It's more complicated than I would want to simply "write-out" here for you. But the functions are in the manual, and they aren't all that complicated to use, though to simply "apply" it to your case would depend on how you are wanting to do it. I believe if you look for the "inventory" example/tutorials, some of them use the data structures, and could give you some help in learning how.


A code that tells you how looks like this:
This is a code.

You just put "code" with two brackets then type in the code, then when you're done with the code, you put [/code]. Hope you understand what a code looks like.

So anyway, does it have to be complicated to write out how to make a gem I collect disappear in a level I got the gem at so when I enter another level and come back here and it will still be gone?
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