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Re: Automail10's Begginers Teachings

PostPosted: Tue Oct 09, 2007 5:24 am
by automail10
Now lets get to the advanced stuff!

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Tue Oct 09, 2007 5:26 am
by automail10
Okay, lots o scripting,
Game Over after you lost hp script ( If you can do health with text)
Code: Select all
if("whatever your health variable is here"<1)
{
"create actor event here"
}

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Sat Oct 13, 2007 12:56 pm
by Rule-Buster
well this topic is 2 helpfull to be so low... So i should bump it!! :D

P.S. i havnt seen u around automail, where have u been? :(

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Sun Nov 11, 2007 2:34 pm
by automail10
I just nneded to get the tutorials up to the top!

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Sun Nov 11, 2007 2:37 pm
by Rule-Buster
so your going to get this thing going agian?

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Sun Nov 11, 2007 2:45 pm
by automail10
Rule-Buster wrote:so your going to get this thing going agian?

It helped but yes, I'll get it goin agian.

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Sun Nov 11, 2007 2:45 pm
by automail10
Won't anybody continue to teach?

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Sun Nov 11, 2007 2:50 pm
by Rule-Buster
did ya tell them how to keep your actor from jumping infanitly? (i'm embarrased to say... but i need to know that...)

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Sun Nov 11, 2007 3:17 pm
by automail10
Rule-Buster wrote:did ya tell them how to keep your actor from jumping infanitly? (i'm embarrased to say... but i need to know that...)

I'm tired so i can't do that now, okay?

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Sun Nov 11, 2007 3:20 pm
by Rule-Buster
ok :D i can wait! =D

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Sun Nov 11, 2007 10:56 pm
by automail10
found but wasn't visible.

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Sat Jan 05, 2008 1:32 am
by DarkParadox
functions for if and While

C code chart for game editor
< Smaller than
<= Smaller or equal to
== Equal to
!= Not equal to
> Larger than
>= Larger or equal to
&& And
! Not
|| Or

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Sat Mar 08, 2008 4:46 pm
by automail20
Well, rebump! You can export your game only for windows in GE Lite. But in Pro Version, u can export in any format avalable.

Re: Automail10's Begginers (Now advanced) Teachings

PostPosted: Sat Mar 08, 2008 5:06 pm
by j2graves
did ya tell them how to keep your actor from jumping infanitly? (i'm embarrased to say... but i need to know that...)


you create a variable as a global integer. u can call it "canjump" then you do a collision event on the tile or platform actors
Code: Select all
canjump = 1;


then u make a keydown event

Code: Select all
if(canjump==1)
{yvelocity = yvelocity -10;
canjump = 0;}


if you wanna double jump, make it

Code: Select all
canjump = 2;



then create a timer. let's call it jump_timer. make it extremely short say one ms. then write in the keydown event

Code: Select all
if(canjump==2)
{yvelocity = yvelocity -10;
createtimer jump_timer;}


and a timer event

Code: Select all
canjump = 1;


and another keydown event

Code: Select all
if(canjump==1)
{yvelocity = yvelocity -10;
canjump = 0;}


hope this helps

Re:

PostPosted: Sat Mar 08, 2008 8:22 pm
by supa-tails
supa-tails wrote:For beginers who want to move or jump.

First add an animation using either 1 page of sprites organized from up to down, or have different files and name them the same.(tailsfly1 tailsfly2 tailsfly3)

Then add keydown and press the right button, then do a script editor: x = x + 8; and also add a change animation.

And for the left type left type x = x - 8;

Then click on the upper button saying script, and global code, then click the bottom right button saying Variabals and click add, then type canjump.

Then make a ground actor called ground or something and add a collision on the player and a script editor saying: canjump = 1; Then add a collision, physical response, 1
1
0
1
And add it.

THEN add a key down and press your jump button, then script editor saying:

if(canjump==1)
{
yvelocity = -8;
canjump=0;
}

THEN add a global code/variabal called floater.

AND LAST BUT NOT LEAST, add a draw actor for your player and a script editor saying:

if (floater==0)
{
yvelocity += .3;
if(yvelocity > 20) yvelocity = 20;
}
if (floater==1 && canjump==0)
{
yvelocity += .2;
if(yvelocity > 20) yvelocity = 20;
}



:D :D :D THE END!!! :D :D :D

*coughialreadysaidthatcough* :mrgreen: