Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Appo

Members
  • Posts

    191
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Appo

  1. Hey i'm wanting the timer to reverse say from 300 secs down to 0 but i can't seem to make it do that with the worlds timer, i mean i could set a counter to subtract every second but i'm guessing there is a good reasond for why the timer in worlds is set up the way it is. Anyways any help would be greatly appreciated
  2. Thank you for that, i'm sure i tried that yesterday after reading your post but it didn't seem to work (maybe i made a mistake somewhere) but i've just done it now (after seeing your screenshot is the same way i did it, but i did it with the qualifier) and it seems to work now.. anyways i would give you two rep but it keeps saying i must spread it around first. Its propably because i repped you's on sonic worlds, oh well you'll just have to accept my thanks for now, cheers guys
  3. yeah i see what u mean in the frame editor and putting the values in there, but is the a way to change something in the events editor to maybe half a whole number? (if that makes sense) i've randomly fiddled about in there but i haven't reall manges to achive anything EDIT: Actually if u happen to have worlds in front of u here is what vales i put on one of the platforms (dunno if this will help) AngleStepX = 1, DistanceX=500 everything else is set to 0 EDIT EDIT: ok after going over what larkss said i think i might of figured something out, all i did was 'start of frame'---set value b of group 6 to 0.5 i just didn't read the post properly...... anyway rep to both of you thanks
  4. thats cleared a few things up thanks, but i have'AngleStepX' (speed) set to 1 but thats still too fast and i don't really know how to have it so i could use decimals to slow it down more say 0.3, i think larkss tried to help us out with that in the previous post but like i say i have no clue about all that (like deviding and multiplying things in order to make something work)
  5. Thanks for the help but i'm a bit thick when it comes to this kind of coding is there anyway you can simplify that :S
  6. Hey, i'm trying to slow the platforms down but can't seem to figure it out. I just need virticle and horizontal ones for now but they seem to move to fast i've set the 'AngleStepX' to 1 and the 'DistanceX' to say 300 but it seems to accelerate to a fast speed then the same as it comes back, i've tried messing with the events to see what happens but i just manage to make the movement of them choppy. Any help would be greatly appreciated
  7. why is that? Mario is awsome and so is the Sonic worlds engine, it's win win all round
  8. Not a sonic game but i'm using the sonic worlds engine and in a very early stage of slowling trying to make a mario engine with it, although this character is called Jario, when we did a project years ago for an assignment me and a few guys touched upon games factory and were pretty poo at it (if u fancy a laugh or want to see how bad a fan game can be u can download this ...... game in the link http://www.mediafire.com/file/mt2mzwzzcfz/Super Duper Jario Bros.rar) some levels u can't complete if u fall as back then invisable actives were used for everything but some were forgotten to be put in.. right back on topic, even though these screenshot don't look much a big chunk of coding has been done for pipes, enemies, picking up objects etc..oh and i should point out these sprites are not mine i only edited them
  9. nice to to see u managed to work through the mess i left it in but like i say 'damn it Jim, i'm an artist not a programmer' anyhow even though the build i worked on had some sloppy code from me i thought i put something in there to do with the pushable blocks so they don't fall if u have background collision turned off?
  10. Awsome job u guys have done, i'll have a proper look tommorrow as it's pretty late here in the uk, but from what i've seen so far it's a big thumbs up
  11. wow this looks awsome, i haven't been doing anything on my project in a while and i've just re-installed MMF 2. Looks like it was at the right time to get back into it. Good job guys
  12. The latest version of the clickteam product called Multimedia Fusion 2 or as flame6753 said The Games Factory 2
  13. In the properties of the application go to run time and click the edit button next to default control then click on the black X in the box under player 1 and next to keyboard Hope that helped
  14. Thanks for the help guys, i know the basic method of what i have to do it's just i don't know which value or event is controlling this, i've tried to play around with the values x speed and y speed but that dosen't seem to work i'll keep on having a look but i don't know EDIT: omg i can't belive i've been so stupid i've done the simplest thing and it works, baically when you get a mushroom i've got the action set to twelve this is where the animation takes place and the xallowflag and yallowflag values are turned to 0, anyways i've just added the line 'Action is <12>' to things that have to do with x and y control and it works so thanks for the help
  15. yeah, the thing is though it's not the x and y possitions its the values that accelarate and deccelarate you as you jump such as jumping up to a platform but half way through the jump you get a mushroom you puse as the transform animation happens then carry on through the jump as normal, but at the moment if i do that he gets the mushroom pauses as he transforms but instead of carrying on through th jump he just falls back down
  16. oh yeah sorry, yeah i've tied it and it does work for slow acceleration and slow deceliration but the skid is the same if u build up speed then press the other way the skid stops you as normal, dunno how to deal with that though :S EDIT: It's ok figured the skid par out, you jyst have to set the skid rate lower than what it is at the mo
  17. hmm, the frame rate doesn't sseem to change and it doesn't look like anything else is controlling it, anyways if the frame rate goes to 0 doesn't that mean the animations won't play like growing or shrinking?
  18. hey, i'm mid way through conveting the worlds engin to use in a mario game but i've come across something i can't figure out, in mario games when you grab a power up everything stops until you've transformed i've got all of that sorted, so what i'm asking help for is how to carry on any movement you were doing before you got the power up. For example when you jump and collect a mushroom after transforming mario carries on his jump, however in my engine after the transform action has taken place it's like his x and y values are reset and he just falls back down, help on this would be greatly apreciatedd
  19. whey some successs, however every time the object hit the wall to turn around it jumps, could somebody posssibly take a gander at this file and see if theres a way to stop him jumping as i can't find one, but i'll keep looking File: http://www.mediafire.com/file/wmjgewqk50z/Movement.mfa EDIT: oopps sorry for the double postage EDIT EDIT: i think i've figured it out now
  20. thanks, i just got to figure out how i could use it now lol
  21. hey i posted this question on mfgg but there more about game maker now so i thought i would post here and hope someone can help us out, i'm using this example ( http://www.mfgg.net/index.php?act=resdb&param=02&c=4&id=2286 ) for a mario engine i've been working on and am wondering how i could put slopes in there because at the moment when the object reaches a slope it just turn back around, any help would be greatly appriciated, thanks
  22. Thanks, i thought it might of been something like that so rep up, but even though it does work, the skid still remains the same and i've tried fiddeling with th skid rate value but nothing. I basicaly wand him to stay in the skid state longer, can any1 help please?
×
×
  • Create New...