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m09868

Member Since 14 Apr 2007
Offline Last Active Oct 19 2007 09:29 PM

Topics I've Started

Falling Through Floor.

23 August 2007 - 11:46 PM

hi when i change my jumping combo my character falls through the floor. how do i stop this?

Where Can I Find The Sega Chime?

23 August 2007 - 11:02 PM

from the sonic 06 game and sonic rivals?

Help With Key Change.

22 August 2007 - 07:09 PM

in an engine my friend gave me you can jump by pressing a,s,or d. i want to change it so i can jump by pressing space instead of d.

here is all the code:

-_- step

:P
/*
    Handles all the various moves and status changing.  Anything from
    jumping to shield attacks to spin dashing to landing.
*/
{
    var ntemp;

    /*===============Air Attacking=============*/
    if( PrJump&&!OnGround&&(AAttack==1||AAttack==4)&&Hit!=1&&counter[5]==-1 ){
        if( Shield==0 ){
            //Normal Air Attack
            sound_play(sndNormAirAttack);
            SAimage_index = 0;
            AAttack   = 2;
            counter[1]= 6;
        }
        if( Shield==1 ){
            //Fire Attack
            sound_play(sndFireAirAttack);
            
            AAttack = 0;
            SAimage_index = 1;
            view_object[0] = -4;
            counter[7] = 15;
            counter[8] = 30;
            AGTemp = 5;
            
            //Set Speed
            VSpeed/=2;
            ntemp = HSpeed+3*Right-3*Left+Dir;
            if(ntemp<0) HSpeed = -10;
            else HSpeed = 10;
        }
        if( Shield==2 ){
            //Water Air Attack
            sound_play(sndWaterAirAttack);
            AAttack   = 3;
            HSpeed=0;
            VSpeed=7;
            counter[1]=20;
        }
        if( Shield==3 ){
            //Bolt Air Attack
            sound_play(sndBoltAirAttack);
            VSpeed = min(VSpeed,-8);
            AAttack = 0;
            
            //Create Sparks
            ntemp = instance_create(x,y,objSFXBolt);
            ntemp.direction = 45;
            ntemp = instance_create(x,y,objSFXBolt);
            ntemp.direction = 135;
            ntemp = instance_create(x,y,objSFXBolt);
            ntemp.direction = 225;
            ntemp = instance_create(x,y,objSFXBolt);
            ntemp.direction = 315;
        }
    }
    
    /*==============Magnetic Shield============*/
    if(Shield==3){
        var rlist;
        
        //Find all Rings within 100 pixels and make them come
        ntemp = 0;
        rlist[ntemp] = instance_nearest(x,y,objRing);
        
        while(rlist[ntemp]){
            if(point_distance(x,y,rlist[ntemp].x,rlist[ntemp].
y)<100)
                rlist[ntemp].to = id;
                
            instance_deactivate_object(rlist[ntemp]);
            ntemp +=1;
            rlist[ntemp] = instance_nearest(x,y,objRing);
        }
        //Reactivate deactivated instances
        while(ntemp>0){
            instance_activate_object(rlist[ntemp-1]);
            ntemp-=1;
        }
    }

    /*==================Jumping================*/
    if( PrJump&&OnGround&&!(Down&&HSpeed==0) ){
        sound_play(sndJump);
        JAn = 0;
        VSpeed   = -JumpPwr;
        AAttack  = 1;
        if(Angle<90 || Angle>270)
            AGTemp   = AGTime;
        scrToAir();
    }
    
    //AntiGravity Holding
    if( AGTemp!=0 ){
        if( Jump )AGTemp -= 1;
        else AGTemp = 0;
    }

    /*==================Rolling================*/
    if( PrDown&&HSpeed!=0&&OnGround&&!Rolling ){
        sound_play(sndRoll);
        Rolling=true;
    }
    
    /*===============Spin Dashing==============*/
    {
        //Start SpinDash/Add Power
        if( PrJump&&HSpeed==0&&Down&&OnGround ){
            sound_stop(sndSDashCharge);
            sound_stop(sndSDashSCharge);
            if( SpinDash==0 )SpinDash = 1;
            else {
                SpinDash+=0.4;
                if(SpinDash>2.5)SpinDash=2.5;
            }
            if(SpinDash==2.5)sound_play(sndSDashSCharge);
            else sound_play(sndSDashCharge);
        }
        //Fading SpinDash
        if( SpinDash>0 ){
            SpinDash-=0.005;
            if(SpinDash<1) SpinDash=1;
        }
        //Finish SpinDash
        if( SpinDash>0&&!Down ){
            if( SpinDash>=2 ) HSpeed = Dir*16;
            else HSpeed = Dir*11;
            SpinDash = 0;
            Rolling  = 1;
            sound_stop(sndSDashCharge);
            sound_play(sndSDashGo);
        }
    }
    
    //Cease SpinDash/Rolling
    if( !OnGround ) {
        SpinDash = 0;
        Rolling  = 0;
    }
    
    //Die From Falling
    if(y>room_height+20)instance_destroy();


:)
//Checks to see what buttons you're pressing at the beggining of each step.
{
    var temp;

    temp   = Up;
    Up     = keyboard_check( vk_up );
    PrUp   = !temp&&Up;
    
    temp   = Down;
    Down   = keyboard_check( vk_down );
    PrDown = !temp&&Down;
    
    temp   = Left;
    Left   = keyboard_check( vk_left );
    PrLeft  = !temp&&Left;
    
    temp   = Right;
    Right  = keyboard_check( vk_right );
    PrRight= !temp&&Right;
    
    temp   = Jump1;
    Jump1  = keyboard_check( ord("A") );
    PrJump = !temp&&Jump1;
    
    temp   = Jump2;
    Jump2  = keyboard_check( ord("S") );
    PrJump = PrJump||(!temp&&Jump2);
    
    temp   = Jump3;
    Jump3  = keyboard_check( ord("D") );
    PrJump = PrJump||(!temp&&Jump3);
    
    Jump   = Jump1 || Jump2 || Jump3;
}

Looking For A Timeline Tutorial

13 July 2007 - 05:31 PM

so i can make cutscenes

Gm6 To Movie Maker Question

13 July 2007 - 05:17 PM

can i make a cutscene in gm6 and transfer it to windows movie maker?