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Creating things depending on another thing...

PostPosted: Wed Jun 14, 2006 1:05 am
by Game A Gogo
sorry for the bad topic, but i need to put a colision

and when it touchs the spikeImage, it react that all the rings go (the ones that are acumulated during the game) goes out flying aroud, and set back the counter to 0 Image
just like in Sonic1 to sonic and knuckles

PostPosted: Wed Jun 14, 2006 5:51 am
by Diana Kennedy
My answer probably will miss the point. I am not qualified but that's how I would approach the problem.

On Colision with the pike,

Code: Select all
score.textNumber = score.textNumber = 0000;


Well, guess that code is not right, but something like this.

And then, an activation event to every object that has to fly around. As for the flying around itself, There's probably a script for random movement I don't know.
I would be lazy and just use swirled paths, the actication events sending each object on a random path.

PostPosted: Wed Jun 14, 2006 12:18 pm
by Game A Gogo
well, maybe thats it, or you meen
Code: Select all
Ring_Text.textNumber=0;

PostPosted: Wed Jun 14, 2006 11:27 pm
by Just4Fun
Try:
Create the following on your colliding actor (Little Man?)

-----Collision Event --> script editor:
--------- enter the following script:
------------- score.textNumber = 0;

HTHs

PostPosted: Thu Jun 15, 2006 10:01 pm
by Game A Gogo
Just4Fun wrote:(Little Man?)


His name is: Jason, like in Jason's world, yup thats a little hoe the new jason's world will look, im so amased whit the little map!

PostPosted: Fri Jun 16, 2006 12:34 am
by DilloDude
So you have your textNumber or another variable that displays how many rings you have collected, and you want a collision with spikes that makes you drop all your rings, correct?
Well, on your collision, first you probably want to add script to make you move upward (yvelocity = -5), and then add script for creating rings:
Code: Select all
int i;
for (i = 0; i < ringCount; i ++)
{
    CreateActor("Ring", "Ring", "no parent", "no path", rand(50) - 25, rand(50) - 25, false);
}
ringCount = 0;

Then you'll want script to make you rings move away from you, or any other pattern you want.

PostPosted: Fri Jun 16, 2006 11:41 pm
by Game A Gogo
Tanx!

PostPosted: Sat Jun 17, 2006 7:44 pm
by pavel329
Wat the hell are you making?

PostPosted: Sat Jun 17, 2006 9:23 pm
by Game A Gogo
a sorta Super Mario World + Sonic ③