Thanks.
EDIT: Oops, almost forgot, I know you can do this with D&D so please no code unless absolutely necessary.
Edited by bomberswarm2, 21 June 2012 - 07:30 AM.
Posted 21 June 2012 - 07:29 AM
Edited by bomberswarm2, 21 June 2012 - 07:30 AM.
Posted 21 June 2012 - 07:36 AM
Posted 21 June 2012 - 07:37 AM
Set an alarm in the create event. In the alarm move to the next room.I was using score per room for my game Driver, but that is too hard for many levels. How do I make my rooms change after a certain time? I'm pretty sure you use steps to-do this, but I'm not sure of the command
Lol no. That would make your game "lag" at 1fps.To set the number of steps per second, in the room properties change the room speed parameter.Also how would I set the Steps:Seconds ratio to 1:1. Is this smart to-do?
Edited by ramses12, 21 June 2012 - 07:38 AM.
Posted 21 June 2012 - 07:41 AM
Posted 21 June 2012 - 07:43 AM
Posted 21 June 2012 - 07:53 AM
Edited by GMKn00b, 21 June 2012 - 10:25 AM.
Posted 21 June 2012 - 09:46 AM
Make a controller object.
Have an alarm event, and put action "go to next room"
(60 steps are 1 second..... so "how many seconds" x 60)
So example: (to make your room run for 3 seconds)
Using DnD.....
//in create event
Have set alarm action![]()
number of steps: 180
in alarm no: Alarm 0
//in event "Alarm 0"
Have a next room event![]()
or have "Different room" action (to specify a level)![]()
Hope that helped
Posted 21 June 2012 - 09:51 AM
Edited by GMKn00b, 21 June 2012 - 10:28 AM.
Posted 21 June 2012 - 09:53 AM
This is not true. As I said above, the number of steps in one second is the room speed. By default, there is 30 steps in one second because the default room speed is 30.(60 steps are 1 second..... so "how many seconds" x 60)
score += 10*(room_speed/30);
Posted 21 June 2012 - 11:02 AM
It dosen't. The scoring ala... actully, on second thoughts screw this, I'll just film what's going on.Ah! Easy!
Make another alarm, "Alarm 1"
So in your create event
Change the settings of the "set alarm" action![]()
Just change the "in alarm no:" part to Alarm 1
So make another event "Alarm 1"
And then transfer the actions from "Alarm 0"
(only the action to go to next room, leave the ones for the scoring)
That should fix it
EDIT:
So in Alarm 0, it should be settings for your scoring
So something like:Spoiler
And in Alarm 1, settings for change room
So something like:Spoiler
Haha, hope that fixes everything now
Posted 21 June 2012 - 11:10 AM
Edited by bomberswarm2, 21 June 2012 - 11:12 AM.
Posted 21 June 2012 - 11:18 AM
Posted 21 June 2012 - 11:37 AM
Posted 21 June 2012 - 10:08 PM
Okay, where do I put your code?I would, but you're completely ignoring my posts...
Posted 22 June 2012 - 06:46 AM
Edited by GMKn00b, 22 June 2012 - 07:17 AM.
0 members, 0 guests, 0 anonymous users