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BallMagnet??????

PostPosted: Wed Oct 27, 2010 5:15 am
by poopbrigade
X:D
---------------------------------
jump--> space the faster the speed the higher the jump
a------> move counter clockwise
d------> move clockwise
s------>drop down

this is just a beta test ...

no enemies yet
adding sounds --> how do you do a loop in music???
adding puzzles
adding energy bar
adding compass
adding credits.....

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thanx for DST's music haven't contacted him yet but thanks for the free music
also to Hblade for the many helps sp Many thanks too XD....
__________________________________________________________________

thanx to everyone in GE XD.....



2nd Update

bugs and other stuff that you may add or ideas I am open to all so don't be shy :D

Re: BallMagnet??????

PostPosted: Wed Oct 27, 2010 2:02 pm
by poopbrigade
progress update
picture only....
>:D

Re: BallMagnet??????

PostPosted: Wed Oct 27, 2010 3:52 pm
by Hblade
SWEET

Re: BallMagnet??????

PostPosted: Wed Oct 27, 2010 3:56 pm
by Chai
Wow, it's getting interesting.

Re: BallMagnet??????

PostPosted: Wed Oct 27, 2010 3:57 pm
by Hblade
For looping music -

View - Create Actor - Script Editor
Code: Select all
Click "Functions" and then go to play music. Set the loop to 1. Then find the solid "1" in the script it just gave you, and change it to 0

Re: BallMagnet??????

PostPosted: Wed Oct 27, 2010 10:56 pm
by poopbrigade
@ Chai--XD thanx
@ Hblade--thanx it worked great, how about multiple music looping??? I did read that once in a forum now i forgot XD.....

Re: BallMagnet??????

PostPosted: Thu Oct 28, 2010 12:23 am
by Hblade
O.o

Save the song as a compressed wav or other sound effect file, then you create a variable and it adds up by 1 each frame, then when the frames are equal to the video's length (Video seconds times the ammount of frames per second), have a script to play the next song.

Re: BallMagnet??????

PostPosted: Thu Oct 28, 2010 1:52 am
by poopbrigade
So? should I use a timer???
what is the equivalent of 1 min???

Re: BallMagnet??????

PostPosted: Thu Oct 28, 2010 4:55 am
by Hblade
The basic game editor game, unchanged in the settings, is 30FPS. So 1 minute is 60 seconds right? You do 60 * 30, or 60 times 30, which makes 1800 so a 1 minute song would take 1800 frames.

timers use Miliseconds, but you you do this, make a variable called TIMER - Actor Variable if needed
Code: Select all
TIMER++;

in the draw actor of the view, then do this:
Code: Select all
if (TIMER >= 1800 && SONG == 0) {
    PlayMusic2...
}


Or this:
Code: Select all
if (TIMER >= (real_fps * 60) && song == 0) {
    playmusic2...
}


Use the song variable to hold different length's for each song :D

Re: BallMagnet??????

PostPosted: Thu Oct 28, 2010 6:32 am
by poopbrigade
XD :shock:

if (TIMER >= 1800 && SONG == 0) {
PlayMusic2...
}


so whats SONG in the code, a variable?? :oops: :mrgreen:

Re: BallMagnet??????

PostPosted: Thu Oct 28, 2010 6:41 am
by Hblade
I'm officially confused lol

Re: BallMagnet??????

PostPosted: Thu Oct 28, 2010 10:52 pm
by SirAz
Yeah, Song would be an added user variable. They just set it to however long the song is. Still seems like a really longwinded way of doing it, and what if you get lag? The music would carry on but the timer would get delayed. :?

Re: BallMagnet??????

PostPosted: Fri Oct 29, 2010 10:50 am
by poopbrigade
so SONG means the name of the song like Letsfatry.ogg and 0 is the state when the music ends????
:oops: sorry I'm still a bit confused.....

Re: BallMagnet??????

PostPosted: Fri Oct 29, 2010 2:31 pm
by Hblade
You need to make the variable called Song xD


In other words... if SONG = 0, play music (Bgm1.ogg)
if (SONG = 1) - Play Music (Bgm2.ogg)

stuff like that

Re: BallMagnet??????

PostPosted: Fri Oct 29, 2010 7:02 pm
by lcl
Hey could you make windowed version? My computer doesn't support this full screen version. :P
It seems good! :D