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synkarius

Member Since 19 Jul 2009
Offline Last Active Jan 31 2013 06:19 PM

Posts I've Made

In Topic: Cheep Nes

30 May 2010 - 04:43 AM

My two cents:

Positive:
- world map is cool, well executed
- music is very NES-era, helps with the style
- controls are responsive

Negative:
- sound effects are very not-NES-era, detract from the style
- graphics look very amateur
- controls feel very basic, even for an NES-themed game

Overall nice work. I look forward to future versions.

In Topic: Harvest Moon Capability?

18 April 2010 - 02:53 AM

Im curious wether game maker is capable of creating a game like harvest moon.
being able to have time, days, weeks, months, weather, day/night.
being able to have crops that grow over a determined time if you water them appropriatly.
being able to walk around through a town in any direction, and speak to people, buy and sell.

Any pros out there able to tell me if all this would be possible with game maker 8 pro?


Yes, all of that is possible.

In Topic: Surfaces Timing Question

10 April 2010 - 08:13 AM

Objects are moved to their new positions between Normal Step and Collision events. So it's having to wait until the next Normal Step event to draw the shadows in the right places.


I changed ship object movement to Begin Step and shadow drawing to End Step and it works. Thanks much, Kolink.

In Topic: Surfaces Timing Question

10 April 2010 - 07:48 AM

This happens because of the order in which things happen. It can be tricky to get around, but you should look up the order of events. Dropping shadows should be done after objects are moved to their new positions.


I do know event order. From this thread:

Begin step events ---------------- this is where I clear the surface
Alarm events
Keyboard, Key press, and Key release events
Mouse events
Normal step events ------------------- this is where I move the ship and then draw its shadow to the surface
Collision events
End step events
Drawing events -------------- this is where I draw the surface to the screen

As best as I can understand, there should be no 1-frame shadow-movement delay. But there is.

In Topic: Big Help Please!

10 April 2010 - 06:48 AM

ugh.....how would I make it do that though? (like what buttons would I click and what would I set where?)

sorry!

Note that the previous code would mean you need an 'if' statement for every level, and that can get messy when your going up to and beyond 30 levels.

-MoK



Best way I can think of off the top of my head is this:

level=1;
// you'll need a variable called current_exp that stores the amount of 
//experience the animal has --- declare this variable in the Create Event
base_amt=100; // the amount of exp to reach level 2
base_multiplier=1.5; // the amount of increase for the experience needed for each new level
max_level=100;

for (i=1; i<=max_level; i+=1)
	{
		if (current_exp >= (base_amt*base_multiplier*i))
		{
		level=i;
		}
	}

To run that code, you'd put it in the "Execute Code" action in your animal object, right after whatever action gives it experience.

EDIT: To change the sprite alongside the level update, use faizan's code with mine.