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argenisxd
Member Since 27 Mar 2010Offline Last Active Oct 30 2011 11:51 PM
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In Topic: Bleach 2d Game
09 October 2011 - 03:37 PM
the collision is bad it doesnt really snap on...but its a start and the jumping should be key pressed not keyboard check
In Topic: Space Void
09 October 2011 - 03:31 PM
pretty good im made a game like this but with different weapons...lol but the paralyzing really gets annoying but pretty good oh the bullet doesn't come out the center it comes from the side alil...just pm me if you ever need any help or anything im not advanced but i can probably help
In Topic: Ledge grabbing help
09 August 2011 - 06:01 PM
Gravity takes place in the step event.
If (place_free(x,y+1) and ledgeGrab == 0))
{gravity = 0.5}
Else
{Gravity = 0}
I have the player press down so ledgeGrab would equal 0 but no luck either the hanging doesn't work or when it does pressing down wnt work at alll
If (place_free(x,y+1) and ledgeGrab == 0))
{gravity = 0.5}
Else
{Gravity = 0}
I have the player press down so ledgeGrab would equal 0 but no luck either the hanging doesn't work or when it does pressing down wnt work at alll
In Topic: Ledge grabbing help
07 August 2011 - 06:54 PM
well i see samus sprite change "sometimes" only if it hits the box origin? which is 0,0 but it doesnt get stuck there it falls down to the ground and i cant do nothing at all not even moveHi Argenisxd,
You may want to consider printing the value of your "ledgegrab" / samus vspeed etc. variables to the screen or otherwise tracing them so you can make sure the game is actually attempting the grab. (Do you see your samus sprite change to "spr_hangR"?)
Where in this sequence does natural gravity / vspeed changes affect Samus? Even if the grab is taking place, you may be changing Samus' vspeed back to a state of falling each step.
In Topic: Ledge grabbing help
07 August 2011 - 04:49 PM
anddd i forgot to mention i looked on youtube and the forums and still no luck
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