Jump to content


ChainSawSamurai

Member Since 13 Dec 2010
Offline Last Active Jun 27 2011 03:46 AM

Posts I've Made

In Topic: Bejewled Block Destroying

16 June 2011 - 04:51 AM

Does place meeting not return the id?


this is what i was unsure about?
How would I do this then?

if (place meeting on my right) and (place meeting on my left) then...

with(id)instnace_destroy();
with(id)instnace_destroy();
instance_destroy();


...Would something like that work? I'm confused about using the id.

In Topic: Platform Collision System

28 May 2011 - 02:38 AM

In what way are the collisions buggy?


The collisions only work pixel-perfect on objects that are only represented by one sprite. Basically, the problem is that I'm not checking collisions for the new sprite before changing to it.

In Topic: Switching states

02 February 2011 - 02:22 AM

I tried the code that we talked about above (scr_equip is what I named it. First, it said I needed to declare a variable after the script, so I tried scr_equip(obj_player). Then it said that I was trying to execute a script that didn't exist.

In Topic: Switching states

02 February 2011 - 02:02 AM

Ok, so now I have


char_default=0;
char_red=1;
char_orange=2; 
char_yellow=3;
char_green=4; 
char_blue=5;
char_violet=6;
color[char_red]=scr_red; 
color[char_orange]=scr_orange; 
color[char_yellow]=scr_yellow;
color[char_green]=scr_green; 
color[char_blue]=scr_blue;
color[char_violet]=scr_violet;
//etc...


locked[0]=1; //1 is locked, 0 is unlocked 
locked[char_red]=0; 
locked[char_orange]=0; 
locked[char_yellow]=0; 
locked[char_green]=0;
locked[char_blue]=0;
locked[char_violet]=0;
 
var n,m; 
n=0; 
m=7; //number of colors - 1 (I think, may need to fool around with this value) 
 
do 
{ 
n=(n+1) mod m;  
}until(locked[n] == 0) //assuming at least 1 value is always unlocked 
script_execute(color[n]);

my last step is to make it so that 'S' cycles forward and 'A' cycles back

In Topic: Switching states

02 February 2011 - 01:51 AM

char_default=0;
char_red=1;
char_orange=2; 
char_yellow=3;
char_green=4; 
char_blue=5;
char_violet=6;
color[red]=scr_red; 
color[orange]=scr_orange; 
color[green]=scr_green; 
//etc...


locked[0]=1; //1 is locked, 0 is unlocked 
locked[char_red]=0; 
locked[char_orange]=0; 
locked[char_yellow]=0; 
locked[char_green]=0;
locked[char_blue]=0;
locked[char_violet]=0;
 
var n,m; 
n=0; 
m=7; //number of colors - 1 (I think, may need to fool around with this value) 
 
do 
{ 
n=(n+1) mod m;  
}until(locked[n] == 0) //assuming at least 1 value is always unlocked 
script_execute(color[n]);

I assume it would be something like this if we combined our code.