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erthgy

Member Since 27 Jan 2007
Offline Last Active Jul 30 2012 01:53 AM

Topics I've Started

Saving Zulu

08 November 2010 - 12:31 AM

Hello all,

First and foremost, I appreciate you viewing my game. This is a totally reworked version of a horrendous game that I released about 2-3 years ago (can't remember, the topic was deleted).

Please try not to have anything else running while the game is being played, it takes quite a lot of run-time as of right now but I'll improve this later.

DOWNLOAD

Download saving zulu.exe from Host-A

Snapshots:

http://i172.photobucket.com/albums/w11/erthgy/Saving%20Zulu/savingzululevel2.jpg

http://i172.photobucket.com/albums/w11/erthgy/Saving%20Zulu/savingzululevel3.jpg

Controls

Arrow Keys- Move in corresponding direction
F- Full screen
Esc- End game

Will add other things later, please tell me what you think.

Your opinions are very valued,

`erthgy

Rock Band 2 Microphone

21 February 2009 - 02:12 AM

Hello there,

I was just wondering if my Rock Band 2 Microphone could be connected to my computer (since it has a USB port) and be used as a voice recorder since I am getting into music composition recently. Also, where would I get the required drivers to install this microphone if it is compatible with the computer?

EDIT: Also, my microphone the latest Xbox 360 module, thanks.

Thanks for your help,

`erthgy

Using The With Statement..

10 May 2008 - 03:24 AM

In the event of another object, I have:

_________________________
[b]for[/b] player

other code...

_________________________

It returned the error:

FATAL ERROR in
action number 1
of Keyboard Event for <Enter> Key
for object ring_attached:

COMPILATION ERROR in code action
Error in code at line 9:
   for player

at position 6: Symbol ( expected.


I guessed that it thought that I was calling a script, so I put () around it, and it still returned an error.

Please help me...

The code is SUPERBLY long, but here:

if global.ring_swing > 0
if image_index = 0
//if it is facing a direction
{
instance_create(x,y,player)
sprite_index = Ring
}
//create the player, turn ring_swing with the player on it, to normal ring without the player on it...
for player
//with player
{
hspeed = 12
vspeed = 9
}
//player gets thrown off of the ring_swing object accordingly
else

if global.ring_swing > 0
if image_index = 3

{
instance_create(x,y,player)
sprite_index = Ring
}

for player

{
hspeed = 12
vspeed = -9
}

else


if global.ring_swing > 0
if image_index = 6

{
instance_create(x,y,player)
sprite_index = Ring
}

for player

{
hspeed = -3
vspeed = -12
}

else


if global.ring_swing > 0
if image_index = 9

{
instance_create(x,y,player)
sprite_index = Ring
}

for player

{
hspeed = -12
vspeed = -9
}

else

if global.ring_swing > 0
if image_index = 12

{
instance_create(x,y,player)
sprite_index = Ring
}

for player

{
hspeed = -9
vspeed = 6
}

else

if global.ring_swing > 0
if image_index = 15

{
instance_create(x,y,player)
sprite_index = Ring
}

for player

{
hspeed = -15
vspeed = 12
}

else

if global.ring_swing > 0
if image_index = 18

{
instance_create(x,y,player)
sprite_index = Ring
}

for player

{
hspeed = 11
vspeed = 10
}

Don't let that confuse you though, all that I am asking is that:

How do I specify in a FOR statement that I am calling an object's name?


How Do I Check The Index Of An Animation?

27 April 2008 - 12:28 AM

Just a quick question: Let's say I have about 7 images to my animation, right? So, when I am coding (or D&D, it's the proffered answer if it's possible) how do I check if the animation is at image 01, or image 02 etc..?

Please post your response, I searched a bit and couldn't find it.


Reminder: Please fully explain your post, and proofread it and pretend you know nothing on the subject, and see if you could learn from it before you post it.

How Do I Get Two Different "if's" In One Event?

20 April 2008 - 06:36 PM

if place_empty(x,-1)
if vspeed = 0

{
sprite_index = Roller_up
}

else
if vspeed = 0

{
sprite_index = Roller
}

It cuts off right here

if vspeed > 0

{
sprite_index = Rolling_right
}

else

if vspeed < 0

{
sprite_index = Rolling_left
}

That is my code, but at where I underlined "it cuts off here" it just cuts off right there, my question is, how do I change the sprite accordingly to how the vspeed and position below it is.