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urbanlightning

Member Since 17 Aug 2011
Offline Last Active Jan 23 2012 09:25 PM

Posts I've Made

In Topic: sprites

13 January 2012 - 09:40 AM

bump

bump again and again. c'mon guys. i need sprites

In Topic: Level select

07 January 2012 - 11:42 AM

What you need can be easily achieved through a script I wrote just yesterday. The .gmk is here. Essentially, the script is just an expanded version of the draw_sprite_ext except it makes buttons instead so you could easily make several buttons leading to different rooms. Here is an example of what you should post in the draw event of your level controller:

Draw event for obj_test in the example provided above.

if draw_button_ext(spr_buttons,0,30,30,1,1,0,c_white,1,.4,1.2,2,font0,"Click me!",0)=true {room_goto(mission1)}
if draw_button_ext(spr_buttons,0,30,100,1,1,0,c_white,1,.4,1.2,2,font0,"No, me!",1)=true {room_goto(mission2)}
if draw_button_ext(spr_buttons,0,30,170,1,1,0,c_white,1,.4,1.2,2,font0,"What about me?!",2)=true {room_goto(mission3)}
if draw_button_ext(spr_buttons,0,30,240,1,1,0,c_white,1,.4,1.2,2,font0,"Aargh so many buttons!",3)=true {room_goto(mission4)}
//draw_button_offset(sprite_index,image_number,x,y,xscale,yscale,rotation,color,alpha,target x offset, x offset increase, font,text, button index)
if draw_button_yoff(spr_buttons,0,30,310,1,1,0,c_white,1,6,2,font0,"Aargh so many buttons!",4)=true {room_goto(mission5)}
//Each button directs to a different room, all you have to do is create the rooms,  naming them mission1, mission2, mission3, so on and so forth.


thanks for this. i downloaded the .gmk but i do not understand what you have done here. i need it to be like angry birds. thanks for the post though.

In Topic: new backgrounds

22 August 2011 - 08:40 AM

[BUMP]

In Topic: sprites

21 August 2011 - 06:09 PM

bump

In Topic: new backgrounds

19 August 2011 - 03:15 PM

Hmmm so like A background with moon in the sky uts dark and a few buildings with lights on and. Car lights?



yeah mate that would be cool. if u can try make one so its tall buildings in the distance that are blacked out and the sea below them.