Marco Story FULL

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Marco Story FULL

Postby Camper1995 » Fri Jan 30, 2009 9:25 pm

Hi people. I think, I make my games very fast :D :D ...
But now, this game, is about this: You are an agent and you must to finish all 2 levels
and go to the finish.

Controls: ARROWS, X

Image:
IMAGE.jpg


Exe File:
Marco Story EXE.zip
(2.93 MiB) Downloaded 285 times


.Ged file:
Marco Story.zip
(2.51 MiB) Downloaded 408 times


!!! ged file is working LOW in GE!!!
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Re: Marco Story FULL

Postby jimmynewguy » Sat Jan 31, 2009 2:03 am

nice, but i had -4 hp lol :D
and i kept moon walking :|
keep up the good work and spend more time on your games, if you make simple games fast, you can make more complex games at a medium pace, and you will learn more :mrgreen:
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Re: Marco Story FULL

Postby Kalladdolf » Sat Jan 31, 2009 3:07 pm

Jimmy, I can beat you! I had -25.
Lol, well, anyway, nice game Camper. I think your games are pretty fun, all there's left to do is to fix potential glitches and bugs.
You're on the right track though.
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Re: Marco Story FULL

Postby Camper1995 » Sat Jan 31, 2009 4:56 pm

Yea I know, that BUG with lives. :D

Um, can I have again one question? How to make this:

When the player start: He have no guns.
When the player pick-up some upgrade, than will he have a gun?

do you understand? :D

I try to make this with variable like this: Create Actor > Script Editor > key_x = 0;
Then what?

When UPGRADE: Destroy Actor > Script Editor > key_x = 1;

On the PLAYER: if(key_x = 1)
{
//WHAT NOW?
}

Can anyone help me plz? :D

Thnx
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Re: Marco Story FULL

Postby Camper1995 » Sat Jan 31, 2009 5:10 pm

Yahoo, I do this! :D But, with sensor... I dont know how to do
this with scripts...
Here is an example... (FREE TO Edit) :mrgreen:

lvls.zip
(84.03 KiB) Downloaded 160 times


If can anyone help me?.... How to do this without that sensor?

Thnx,
Camper :P

PRESS X TO FIRE.
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Re: Marco Story FULL

Postby jimmynewguy » Sat Jan 31, 2009 11:04 pm

fixed it and put anti-moonwalking and landing on platfroms from jump to walk and jumping from platforms into left or right :mrgreen: take it apart and youll understand it all in notime!
Attachments
Here.zip
(83.82 KiB) Downloaded 166 times
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Re: Marco Story FULL

Postby Camper1995 » Sun Feb 01, 2009 8:55 am

yea yea, i understand it little bit...yes,..but can you explane me please this script:
Draw Actor>Script Editor>

Code: Select all
char *key=GetKeyState();
if (key[KEY_LEFT]==1&&key[KEY_RIGHT]==0) x -= 2;
else if (key[KEY_LEFT]==0&&key[KEY_RIGHT]==1) x += 2;


yvelocity += .9;
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Re: Marco Story FULL

Postby skydereign » Sun Feb 01, 2009 9:27 am

Code: Select all
char *key=GetKeyState();                            // Allows in script for key variables
if (key[KEY_LEFT]==1&&key[KEY_RIGHT]==0)            // If key left is pressed and key right is not
{
   x -= 2;                                          // move left 2
}
else if (key[KEY_LEFT]==0&&key[KEY_RIGHT]==1)       // If key right is pressed and key left is not
{
   x += 2;                                          // move right 2
}

yvelocity += .9;                                    // sets gravity
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Re: Marco Story FULL

Postby Camper1995 » Sun Feb 01, 2009 4:17 pm

Hey ou yeah man... thnx :D
Finaly I understand this scripts :wink:

1+
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Re: Marco Story FULL

Postby jimmynewguy » Sun Feb 01, 2009 5:41 pm

good now you can remove moonwalking in all your games to come! :D
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Re: Marco Story FULL

Postby Camper1995 » Sun Feb 01, 2009 5:46 pm

Yea, btwn, what's moonwalking ? :D :D :D
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Re: Marco Story FULL

Postby jimmynewguy » Sun Feb 01, 2009 5:54 pm

hold both arrow keys then let go of one and the player will play the walking left animation or stop left and go right
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Re: Marco Story FULL

Postby Camper1995 » Sun Feb 01, 2009 7:35 pm

ah yea, :wink:
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