I've been working on a game idea, but I've had problem after problem with the sprites I am using. every engine I've attempted to empliment has given me trouble. (I've tried ALOT of different engine styles, and the only one that works isn't the type of engine I want.) Is it my sprites dimensions? someone help me out here!
Yes, I know. "OMG J00 R 4 N00B J00 5UCK" and all that jazz. I'm just a graphics artist trying to break into game making.
- not commented
- confusing order of events
- I cannot understand what you even try to do here
- seems that you left fragments inside from several different tries ...
It is useless . Nobody is able to give you a solution here .
I would suggest to go back to the basics . First learn how to comment a code . Then learn how to group so that it makes sense.
Pick an Object, create a testapp, and play around with this object until you learned how to handle them . Counters, actives , backdrops , etc . Learn all about it.
Learn how to track a problem down to its smallest part . Isolate it, create a testapp ,and play around with this problem until it is solved . How to make a game isnīt the problem . Too much involved . How to walk around isnīt the problem . Too much involved. How to prevent the playeractive from falling through a plattform IS a problem, and its smallest part.
When all those points are done : go back to your engine, and build it by yourself. Interrupt it when you come across a problem , repeat the upper step with the testapp, and when solved, go on with developing .
Problem with using somebody elses engine is that you donīt understand most of the stuff that is going on . But understanding is essential when you want to fit it to your needs . So donīt even try to use somebody elses engine until you understand how the used stuff works ...
i done the basic movement (and even threw in ladders for free)
ive never figured out how to do the 360 degree gun thingy though but you seemed to have had it working. I deleted all your events because i wanted to start from scratch but what you had there was good.
the mouse aiming was quite frankly simple to do. I can get it working again in no time.
Tiles: the fragments you mentioned were parts I was working on at the time. it wasn't commented yet because I was testing a few styles I had been working on. some of it probably needed commenting, but for the most part I can remember how things work most of the time.
I ran into a problem when I tried to implement slopes into the engine. I found a way to do it, but it doesn't want to cooperate.
this is what the person told me:
[quote]"If you're not sure how to go about doing slopes, here's a fairly easy way. First, you will need to do a couple of edits in your engine.
Add the action 'set jump flag on' to the event that makes the character jump.
Add the action 'set jump flag off' to the event that detects your character landing on the ground (i.e., using the floor sensor).
'Jump flag' refers to any flag you like - just use one from an active object. I'm calling it 'jump flag' as it shows when the character has jumped into the air. Next, create a counter called 'Slope offset' - this will be used for repositioning your character. Now, add the following event:
If floor sensor is not overlapping the ground AND jump flag is off THEN
) Set Y 'floor sensor' to Y 'floor sensor' + 1
) Add 1 to 'Slope offset' counter
Since you're not using the fastloop, I'd suggest copying and pasting this same event several times. Fifteen of them should be enough. This will move the floor sensor down by one pixel each time, to see if it can find a slope not too far down.
The following event will move the character down if the ground is detected:
If floor sensor is overlapping the ground AND jump flag is off THEN
) Set Y 'character' to Y 'character' + 'Slope offset' counter
) Repeat for other sensors that need to be moved (i.e. left, right and celing ones)...
) Set 'Slope offset' counter to 0
And...this event will move the floor sensor back to where it was if a slope wasn't found (which means that the character must have fallen off a platform altogether):
If floor sensor is not overlapping the ground AND jump flag is off THEN
) Set Y 'floor sensor' to Y floor sensor' -15
) Set 'Slope offset' counter to 0
That's for slopes that go downward. Slopes going upwards is a doddle - just copy and paste the following event fifteen times:
If floor sensor is overlapping the ground THEN
) Set Y 'character' to Y 'character' -1
) Set Y 'floor sensor' to Y 'floor sensor' -1
) Repeat for other sensors that need to be moved (i.e. left, right and celing ones)...
Your wall collision events should take care of the rest, if the slope is too steep (or, of course, there is a wall in front.)"[/quote]
attempting to implement it, I had problems with the "Set Y Coordinates" Every different way I try to input the correct commands, it says
"connat understand your expression. Please correct it or press CANCEL."
just make another group called ramps that pushed the chatacter up when over a platform and down when not.
activate it when the floor detector is touching the floor and deactivate it when jumping.
and maye change the side detectors so that they don't touch the steeper slopes.
just make another group called ramps that pushed the chatacter up when over a platform and down when not.
activate it when the floor detector is touching the floor and deactivate it when jumping.
and mabye change the side detectors so that they don't touch the steeper slopes.
after I figured out how to fix up ramps, I noticed that the character "hopped" every half a second. I've opted to try a different engine now, that way I can start fresh. atleast now I remember how to work TGF. (I haven't used it in 5 years, so I forgot alot of the intermediate functions. I remember the stuff now, maybe I can do something on my own.