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Events
Everything posted by revolutiongames2004
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right, but if you have the special minigames, you need the rings
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ya know what would be a lot easier? click add event, other, game start, define it there, that way you dont need to define it in a different room if you dont want
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k cool
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nevermind, posted the wrong thing, brb, ill collect my scoring code Below is a double post that has been automagically merged into the original. is it ok if i copy and paste the stuff? ... Information about object: Score Sprite: <no sprite> Solid: false Visible: true Depth: -20000 Persistent: false Parent: <no parent> Mask: <same as sprite> Create Event: Timer=90; alpha=0; global.ringa*=100; if global.minutea>=0 and global.minutea<1 { global.Timea=50000 } if global.minutea>=1 and global.minutea<2 { global.Timea=30000 } if global.minutea>=2 and global.minutea<3 { global.Timea=10000 } if global.minutea=3 and global.minutea<6 { global.Timea=1000 } if global.minutea>=6 and global.minutea<10 { global.Timea=0 } Step Event: execute code: Timer-=1; execute code: if expression Timer<0 is true execute code: if global.ringa>0 { global.ringa-=100; global.Scoreaa+=100; } if global.ringa<0 { } if global.Timea>0 { global.Timea-=100; global.Scoreaa+=100; } Draw Event: for other object: at relative position (0,0) draw image -1 of sprite endspr execute code: draw_set_color(make_color_rgb(0,0,0)); draw_text(view_xview[0]+150,view_yview[0]+117,string(ceil(global.Scoreaa))); draw_set_color(make_color_rgb(255,255,255)); draw_text(view_xview[0]+151,view_yview[0]+118,string(ceil(global.Scoreaa))); draw_set_color(make_color_rgb(0,0,0)); draw_text(view_xview[0]+150,view_yview[0]+163,string(global.ringa)); draw_set_color(make_color_rgb(255,255,255)); draw_text(view_xview[0]+151,view_yview[0]+164,string(global.ringa)); draw_set_color(make_color_rgb(0,0,0)); draw_text(view_xview[0]+150,view_yview[0]+140,string(global.Timea)); draw_set_color(make_color_rgb(255,255,255)); draw_text(view_xview[0]+151,view_yview[0]+141,string(global.Timea)); youll need to edit the variable yourself, because if i do it, ill be liable to mess up the code and it wont work it should count everything up for you, youll need this image, call it endspr Below is a double post that has been automagically merged into the original. look at me, triple posting, but i forgot to tell you how to do the letter grade thing. basicly after everything else in the step event, put in if global.Timea=0 { if global.ringa=0 { if (score>50000) { letter=5 } if (score>30000 && score<=50000) { letter=4 } if (score>20000 && score<=30000) { letter=3 } et cetera, et cetera, et cetera } } in the create event put letter=0; in the draw event [if block]: letter=5 [start] [draw a sprite block]=[what ever u use for an A letter] [end block] [if block]: letter=4 [start] [draw a sprite block]=[what ever u use for B letter] [end block] et cetera, et cetera, et cetera hey i havent tested it, but it should be something alonge those lines
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right it has been solved, i noticed that, but i do not have the other engines, so i dont know what to do for his case. i was making it known that i know how to use it in game maker so that if anyone had been wondering, they could pm me instead of posting a new thread
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Metal Tales, Knuckles, Espio, etc
revolutiongames2004 replied to Asuma's topic in Game Project Assistance
yea thats the best site, they have everything there -
pretty cool, when u use quantum, are you incorperating quantum physics?
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falling sign pop up boxes
revolutiongames2004 replied to revolutiongames2004's topic in Game Project Assistance
i didnt like it either. im still mesing with tails' attacking system tho, it sortta works but wouldnt pass a sonic team system, but i have the folowing system down none the less -
i know that, what happens if you get a time up tho, you need the time and ring variables
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Sprite as a Background (Game Maker)
revolutiongames2004 replied to Mr.S's topic in Game Project Assistance
you know you could just make the sprite into an object and in the step event x=player.x y=player.y also in the sprite, click center maybe i misinterpreted, do you want it to look like the death egg act 1 background? -
save all the points and level name and your variables(lives, time, rings, emeralds..ext) to a dll and retrieve them when you need them, send the player to the point and assign emerald status, arm the clock and distribute the rings
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Help setting up a boss (Game maker)
revolutiongames2004 replied to Mr.S's topic in Game Project Assistance
use a path, its gotta be the easiest way, when your done flying horizontaly, detach him from the path and use this x=Player.x y=Player.y (replace player with the object name) when he gets to that position, make him fly to the begining point of the path and reattach him to it -
the simplest non-coded way in my opinion would be to use this
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falling sign pop up boxes
revolutiongames2004 replied to revolutiongames2004's topic in Game Project Assistance
ok is there a download for the sonic heros style game thing so i can compair? -
falling sign pop up boxes
revolutiongames2004 replied to revolutiongames2004's topic in Game Project Assistance
i could, is "Sonic the Hedgehog 4" taken, and if so is there a link so i can compair? Below is a double post that has been automagically merged into the original. and also, am i the only one with a working tails follower thing like in sonic 2 &3? -
gamemaker is background_x[6]=view_xview[0]/4;//edit scroll ratios if desired background_y[6]=view_yview[0]/1.08; Below is a double post that has been automagically merged into the original. you can change the 4 and the 1.08 also change the 6 and 0 depending on the view and background # to get it to fit a background on the us the therum above Below is a double post that has been automagically merged into the original. i assume you dont wanna use up all of your backgrounds on this seeing as there are about 4 here and 3 at the top, just put a trigger, basicly {if block} (inwater==1) {start block} {replace background}(use lighter one) inwater=0 {end block} {if block} (inwater==-1) {start block} {replace background} (use darker one) inwater=0 {end block} if u get in the water turn inwater=-1 if u get out of the water turn inwater=1
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falling sign pop up boxes
revolutiongames2004 replied to revolutiongames2004's topic in Game Project Assistance
ill flush em out -
ok sorry
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i love that tune, ive heard it before, its the coolest
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falling sign pop up boxes
revolutiongames2004 replied to revolutiongames2004's topic in Game Project Assistance
are you sure its random, every time i try it on the angle island i get a water bubble, maybe its coinsidence, i donno -
i can give you a formula, take the background's y postition= 1+{room hight}/{view's y postition}.this should work for one of them
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im sure i can code it, but has anyone else noticed a pattern with what the sign throws out, or how to get the boxes?
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i have that working for gamemaker, but i donno what to do in your case
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corkscrew sprite
revolutiongames2004 replied to revolutiongames2004's topic in Game Project Assistance
i do, you can use an emulater and a good rom, but i cant remember, does sonic 3 have any of these corkscrews? Below is a double post that has been automagically merged into the original. i remember now, theres one in lava reef -
corkscrew sprite
revolutiongames2004 replied to revolutiongames2004's topic in Game Project Assistance
i could do something cool and make it work tho looks to weird tho