Light The Hedgehog Posted August 11, 2012 Report Share Posted August 11, 2012 Well I'm experiencing problems with these two things. The view stays centered on Sonic when I'd rather have it more to the right or left depending on which way your moving. I was thinking: if player.dir=1 (right) {view_xview[0].x=player.x+100} I'm not sure if how that would work as I've tried something like this and it didn't work. Also for red rings, how would I make them disable after they've been collected. I know how to ADD to the total amount but not how to completely disable them. I can destroy them but if you restart they're back. If you could help that would be nice. Link to comment Share on other sites More sharing options...
Shadow_Striker Posted August 11, 2012 Report Share Posted August 11, 2012 Not sure about the view scroll, but in the case of the Red Rings, you could do like saving it to a save file and checking those values in some way when the stage starts. I'm not sure how GM save system works but in MMF2 you can use INIs for those things, creating a group (Red_Rings_Stage_1) with an item for each ring (RedRing1, RedRing2, etc...) and then saving a value when the player collects them (like 1). Then, at the start of the stage, check if the value is 0 (false) or 1 (true) and destroy the ring according to that. Not sure if it's the best way to do it, but it should work. Again, I don't really know anything about GameMaker, but I'm deadly sure you can do something similar with it. As long as you can save values to a file, you should be able to do it. Link to comment Share on other sites More sharing options...
Light The Hedgehog Posted August 11, 2012 Author Report Share Posted August 11, 2012 Yeah thanks never thought of that! Ill try it wen I fulky wake up. Link to comment Share on other sites More sharing options...
Light The Hedgehog Posted August 12, 2012 Author Report Share Posted August 12, 2012 Sorry for DP update: Do you think this would work? //Make collison detection bigger if collision_circle(x,y,25,player_basic,0,1) && player_basic.enable=1 && able=1 { //<--Play sound here global.red_rings+=1 ini_open('SADS.txt') if num=1 {ini_write_real('REDRING','redring1','2')} if num=1 {ini_write_real('REDRING','redring2','2')} if num=1 {ini_write_real('REDRING','redring3','2')} if num=1 {ini_write_real('REDRING','redring4','2')} if num=1 {ini_write_real('REDRING','redring5','2')} ini_close() instance_destroy() } if num=1 && ini_read_real('REDRING','redring1','2') {able=0 image_alpha=0.25} if num=2 && ini_read_real('REDRING','redring2','2') {able=0 image_alpha=0.25} if num=3 && ini_read_real('REDRING','redring3','2') {able=0 image_alpha=0.25} if num=4 && ini_read_real('REDRING','redring4','2') {able=0 image_alpha=0.25} if num=5 && ini_read_real('REDRING','redring5','2') {able=0 image_alpha=0.25} if num=1 && ini_read_real('REDRING','redring1','0') {able=0 image_alpha=1} if num=2 && ini_read_real('REDRING','redring2','0') {able=0 image_alpha=1} if num=3 && ini_read_real('REDRING','redring3','0') {able=0 image_alpha=1} if num=4 && ini_read_real('REDRING','redring4','0') {able=0 image_alpha=1} if num=5 && ini_read_real('REDRING','redring5','0') {able=1 image_alpha=1} Link to comment Share on other sites More sharing options...
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