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Topics - billybob884

Pages: [1] 2 3 4
1
General Discussion / functionality of sgdk2
« on: 2007-01-29, 07:19:56 PM »
Hey, i actually had a few questions as to what's in-store in terms of features for sgdk2.

the biggest question on my mind is this, will there be a way to make the player "hug" the ground (slopes) without having to pump up the gravity? like one of the most annoying things (for me, at least) in sgdk1 was that when u were walking down hill, u really couldn't jump, u had to stop walking before you could do so. i was hoping there would be some support for this in 2.0

another, albeit less important, question is, in sgdk you could make falling platforms, but if i remember right, it was tedious, and you had to setup the paths for each individual tile that would fall. will there be an easier way to do this and similarly repetitive things?

2
Help, Errors, FAQ / cannot run included project
« on: 2007-01-23, 04:42:41 PM »
Hi, hows everyone been? i downloaded the alpha version of sgdk2 and it opens up the shfl project file fine, but when i go to run the project, it brings up a blank window and an error message saying: Error while opening the display: Error in the application.
Ive tried redownloading and reinstalling sgdk, but to no avail.

3
General Discussion / attack question
« on: 2006-05-13, 04:52:05 PM »
Hey, was it ever determined if it's possible to have hte player shoot left and right with te same button, but have the attack require and use inventory?, like being able to shoot a gun and have to find amo when its out?

4
Off-Topic / autoruns
« on: 2006-02-08, 02:53:59 PM »
does anyone know how to make an autorun script for cds? like i want to have the game quto-install when someone puts it in

and btw, when you make an installer, does it include the vb runtime files?

5
Projects / feedback request
« on: 2006-02-07, 07:25:03 PM »
I realize most (if not all) of you have never played my game, and probably haven't even seen the few screenshots vie posted (aside from the moon boss), so just bear with me, and post anything you feel is relevant. I

6
Help/FAQ / video problem
« on: 2006-01-31, 05:41:09 PM »
after each time i save, i'm having a little problem. it saves ok, then i select continue on the menu, and it begins to play the little prelevel video clip (theres 1 before each major level). if i let it play through, it works fine, but if i press any key to skip it, it stops playing hte video and shows a black screen, with hte previous levels music playing, and then just does nothing. so far this has happened 3 times, on the first 3 levels, but doesnt happen if i try to skip the video after loading the save.

7
Script / multiple 2-player maps
« on: 2006-01-29, 04:41:21 PM »
i need to change the beginning of this section so that it will recognize 4 maps as two player instead of recognizing every other map as not multiplayer.

Code: [Select]
'Two Player Stuff

    If ProjectObj.GamePlayer.rMap.Name <> "0-4LevelSelect" Then
        intSprTwo = -1
        oPlayer.ScrollMarginY = 185
    Else
        Set oLayer = oMap.MapLayer(1)
        If intSprTwo < 0 Then
            For i = 0 To oLayer.SpriteCount - 1
                If oLayer.Sprite(i).rDef.Name = "Player2" Then intSprTwo = i
            Next
        End If
        With oLayer.Sprite(intSprTwo)
            oPlayer.ScrollMarginY = 62
            If .ProcessAction(P2Actions) Then
                .CurState = (.CurState Mod (.rDef.Template.StateCount \ 2)) _
                            + .rDef.Template.StateCount \ 2
                .CurFrame = .CurFrame Mod .rDef.StateFrameCount(.CurState)
            Else
                .CurState = (.CurState Mod (.rDef.Template.StateCount \ 2))
            End If
            oMap.ViewTop = 240
            If P2OffsetX + oPlayer.ScrollMarginX > .X Then
                P2OffsetX = .X - oPlayer.ScrollMarginX
            End If
            If P2OffsetX + oMap.ViewWidth - oPlayer.ScrollMarginX < .X + nSprWidth Then
                P2OffsetX = .X - oMap.ViewWidth + oPlayer.ScrollMarginX + nSprWidth
            End If
            If P2OffsetY + oPlayer.ScrollMarginY > .Y Then
                P2OffsetY = .Y - oPlayer.ScrollMarginY
            End If
            If P2OffsetY + oMap.ViewHeight - oPlayer.ScrollMarginY < .Y + nSprHeight Then
                P2OffsetY = .Y - oMap.ViewHeight + oPlayer.ScrollMarginY + nSprHeight
            End If
            If P2OffsetX < 0 Then P2OffsetX = 0
            If P2OffsetY < 0 Then P2OffsetY = 0
            nLyrWid = oLayer.Columns * 32
            nLyrHgt = oLayer.Rows * 32
            If P2OffsetX > nLyrWid - oMap.ViewWidth Then P2OffsetX = nLyrWid - oMap.ViewWidth
            If P2OffsetY > nLyrHgt - oMap.ViewHeight Then P2OffsetY = nLyrHgt - oMap.ViewHeight
            oMap.Draw P2OffsetX, P2OffsetY, False
            oMap.ViewTop = 0
        End With
    End If

i tried changing this part

Code: [Select]
'Two Player Stuff

    If ProjectObj.GamePlayer.rMap.Name <> "0-4LevelSelect" Then
        intSprTwo = -1
        oPlayer.ScrollMarginY = 185
    Else

to this, but it kept giving me a syntax error

Code: [Select]
'Two Player Stuff

    If ProjectObj.GamePlayer.rMap.Name <> "0-4LevelSelect" or If ProjectObj.GamePlayer.rMap.Name <> "map1" or If ProjectObj.GamePlayer.rMap.Name <> "map2" or If ProjectObj.GamePlayer.rMap.Name <> "map3" Then
        intSprTwo = -1
        oPlayer.ScrollMarginY = 185
    Else

i kinda hada  feeling that this wouldn't work, but i gave it a shot anyway.

8
General Discussion / type mismatch
« on: 2006-01-29, 09:16:42 AM »
i get this error a lot when i first open up the map and sprite editors. its not all the time, but its enough to wonder why it keeps happening. ill open an editor and get that message, then the editor will be completely empty, no maps, or no pathos (depending on wihch editor...), but all i have to do is close the window and reopen it and its set. any possible reasons for this?

9
General Discussion / quick viewer
« on: 2006-01-27, 01:22:48 PM »
is there anyway to export a bmp/jpg of a layer, like through the quick viewer maybe? im having a friend play through my game to bug test it, now that the 1st player is done, and i figured that some maps would be helpfulto him.

(if it isnt possible, its something to consider for sgdk2, assuming that its "comparable"  ;) )

10
General Discussion / maximum
« on: 2006-01-26, 06:17:10 PM »
whats the max number of tiles you can copy at once? because i think i passed it...

11
Help/FAQ / inventory issue
« on: 2006-01-22, 08:55:40 PM »
sorry if im asking a whole lot at once, i'm just trying to get it all in before i forget about it. heres an interesting little hiccup my game is having. on the boss map, the score inventory isn't showing up correctly. well, to be specific, its the Score2 item, because i transferred all the score and life inventory to new ones, so it would appear that i repositioned them. anyway, the problem is when the score changes, it does not clear the previous number, but writes over it, so after a few number changes, all you have is a white block where each digit should be. i think i had this problem before, like a while back, but i was unable to find anything pertaining to this. ill try to post a rar'd version of hte game in a bit (with all the video and sound as "blank files".


---edit---

ok here it is,

ChameleonMan_COMPRESSED_TO_HELL.rar (approx 7.1mb)

Instructions:
when you open it, everything goes into one folder, then once you open the game, youll go to the logo screen (i believe i substituted the video), so hopefully itll go right to the title screen. from there move up to start, but hold control when you press enter to go to the level select. then go all the way over to the right, look for a blue box with a red ship on it, thats the level where the inventory problem is; get underneath it and jump up. then that brings you to a map with a video i substituted out again, so that should just go to a blank map for a few seconds (this is where the "inventory transfer" occurs, then it automatically goes ot the next map, which is the boss level, where the problem is. you can see at the top all the inventory items, health's, score, lives, ect. well, the score is the problem, so just shoot teh boss a few times (alt key) to increase the sscore and you'll see what i mean.


on a side note, i dont know how the hell i'm gonna get this thing online once its done, its freakin huge. almost 160mb uncompressed so far. (i believe it was ~35 compressed)

12
General Discussion / has anyone else noticed...
« on: 2006-01-21, 08:15:22 PM »
...that sometimes, when you make certain functions (im nut sure which ones), but they rearrange themselves. im not sure why, but i know that it's really annoying when you have to keep searching for them.

13
General Discussion / another inventory question
« on: 2006-01-17, 08:03:05 PM »
sorry for all the new topics, but would there be a way to have a function check the amount in an inventory item, then add that amount to another inventory item? maybe through some sort of global function, i'm not sure..
see what i need to really do is move some ofhte inventory item displays, but only for 1 map, and i have a feeling that this would require scripting, so i thought of "exchanging" inventory items, then just have the new items in different spots. i have a large boss health bar (because its my final boss), and it spans hte width of the screen. its partially so big to intimidate the player (other boss bars are only ~ 1/2 the screen), and partly because while other boss's healths are at 100, this one will be at 500, so a samll bar wouldn't really give as good of a display

14
General Discussion / just out of curiosity
« on: 2006-01-17, 06:33:34 PM »
do any of the games in the project listing make use of the save feature? i was considering adding it to my game, but I wasn't sure how it worked, i've never played with it before.

15
General Discussion / stupid question
« on: 2006-01-16, 02:08:44 AM »
the animation speed (in the sprite editor) is just fps for the sprite right? also, the delay in a path is 60's of a second?

[ assuming both, FramesInAnimation / AnimationSpeed x 60 = PeriodOfAnimation(Delay) would be correct to find the length of one cycle of a sprite animation ]

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