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m09868
Member Since 14 Apr 2007Offline Last Active Oct 19 2007 09:29 PM
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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
/*
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;
}
here is all the code:
/*
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?
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