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Post by CoolCorky on Apr 16, 2008 5:00:29 GMT 10
Thanks. There's a little glitch that happens if you press space when the power bar is at 0, where the character freezes. I imagine this is because the room only restarts if the character is out of the room. But, apart from that, it's awesome.
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Post by Space on Apr 16, 2008 5:04:32 GMT 10
Thanks. There's a little glitch that happens if you press space when the power bar is at 0, where the character freezes. I imagine this is because the room only restarts if the character is out of the room. But, apart from that, it's awesome. Actually, no. If you wait long enough the room will still reset. I just misjudged how long it would take. Notice the two Alarm events? One sets the speed, and starts the other alarm timer at 500. The other alarm resets the room.
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Post by CoolCorky on Apr 16, 2008 5:09:47 GMT 10
Oh, and is there a way to move the bar so it sits in the middle of the screen? Because the corner is where the character's life bar will go. I've tried playing with some of the variables, and I can get the bar itself to move, but the value '0' is still at the far left.
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Post by Space on Apr 16, 2008 5:18:10 GMT 10
Easy. You can change any of the values to what you need. You just have to make x2 = x1 + MovingBar.
Example: If x1 is 100, then the x2 value should read "100 + MovingBar". See what I mean?
EDIT: Oops. Minor bug. You might want to add a DoOnce variable to the player, and make the <space> event more like: If DoOnce = 0 { Set Alarm0 to 5 DoOnce = 1 }
Otherwise, he'll play the launch sound everytime you press the spacebar.
EDIT2: So I start messing with the example in various ways, loading up different music. One of them hit my inspiration bone and now I want to make a scrolling shooter.
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Post by CoolCorky on Apr 17, 2008 4:29:47 GMT 10
[Proper Demo Here]I ended up not using Space's code for the speed bar, as the one I made suits what I need it for better. And it required less coding. Again, once I have the entire game fully working, I will then work on the sprites and improve them. Also, the matter of the health bars. They aren't actually health bars. They're sprites. I set an alarm event on each of the bars to occur each step. It resets the sprite, and makes the sub-image whatever the health is. Nifty, right?
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Post by Space on Apr 17, 2008 6:37:10 GMT 10
Pretty nice. But if it's something that occurs every step, shouldn't you just put it in the Step event, instead of an Alarm?
Aside from that, the only problems I've had are:
1. When both the opponent and I were using legs, he always damaged me more, no matter what the speed.
2. When I switched to arms, and won, the win message displayed twice, one over the other. And you have to make one last run before it goes to the "Coming Soon" screen.
I guess you might already be fixing this, but might I recommend something? Add a random value to the opponent. This random value would determine whether the opponent makes a "mistake," i.e. running towards you at a bad speed. The higher the difficulty, the less chance of making a mistake.
As it is, he just runs at you at the same speed every time, as far as I can tell.
And the Draw event is much more efficient for health bars, if you ask me. Just draw a green rectangle where x2 = x1 plus health, and a red rectangle underneath.
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