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PostPosted: Sun Aug 19, 2007 12:38 am
by d-soldier
More then likely it's a problem with your monitor's driver, not the size. Since this game runs in "full screen mode", your monitor is having a problem making 320x200 (or whatever it is) the full screen... I would check your monitor's website and update your drivers.

PostPosted: Sun Aug 19, 2007 1:45 am
by Bee-Ant
Whoa...too large...(and I have to reconstruct my game again..)
I'll repost with window mode...

I still work with 640x480 max of game resolution..(too difficult to draw large images) But thanks for your suggestion...

PostPosted: Sun Aug 19, 2007 2:00 am
by d-soldier
I was addressing Automail10's problem with his monitor... You keep making games at whatever resolution you want to... :D

PostPosted: Sun Aug 19, 2007 3:38 am
by Oman
what code did u use so that, wen mario falls off a ledge, he can jump anymore.... i cant figure it out :)

PostPosted: Sun Aug 19, 2007 10:45 am
by Bee-Ant
Thanks D...(you always help me),thank you so much..
Sorry Oom...
All of my code are in my computer,my computer is at my home..and I still at other city right now...And I forgot all of my code(I'm so sorry)
may be D-Soldier can help you...

PostPosted: Sun Aug 19, 2007 2:55 pm
by Oman
ok... d-soldier... any ideas

PostPosted: Sun Aug 19, 2007 2:59 pm
by automail10
my monitor is a tv/monitor.
lol.

PostPosted: Sun Aug 19, 2007 3:49 pm
by d-soldier
Automail10, if it's a tv-monitor, thats probably the problem...
Oman, you want it so he "can't" jump when her falls off a ledge (rather then jumping off the ledge)? Just add a collision-finish event for the player in relation to the ground, which has the same "canjump=0" statement as is included in the jumping keydown event.

PostPosted: Sun Aug 19, 2007 4:52 pm
by Sgt. Sparky
d-soldier wrote:Automail10, if it's a tv-monitor, thats probably the problem...
Oman, you want it so he "can't" jump when her falls off a ledge (rather then jumping off the ledge)? Just add a collision-finish event for the player in relation to the ground, which has the same "canjump=0" statement as is included in the jumping keydown event.

or just on the draw actor event of the player:
if(yvelocity > 3)canjump = 0;

PostPosted: Sun Aug 19, 2007 9:26 pm
by Bee-Ant
Ooo..."can't" jump...

I used "collision finish event" of "platform", in put this code :
canjump=0;

Excelent analysis D, 100 for you...

Hi Boss(where are you going??I miss you..ha..ha..ha..)
I think this is the correct code :
if(yvelocity<=-3)canjump=0;
I think that code will work if that actor has more than "-3" of yvelocity in that keydown event...

I think the collision finish event is the best way...

PostPosted: Tue Aug 21, 2007 2:20 pm
by Sgt. Sparky
Darkboy wrote:I think the collision finish event is the best way...

not if you have more than 1 ground actor or you have a certain types of reactions to the collision. :(

Darkboy wrote:I think this is the correct code :
if(yvelocity<=-3)canjump=0;
I think that code will work if that actor has more than "-3" of yvelocity in that keydown event...

that would only disable jumping while the player is going up,
not while the player is moving down(unless he is falling from a jump.)
Code: Select all
if(yvelocity > 3)canjump = 0;

is the right one. :D

here is the draw actor event of my player for my current project(what I have so far.)
Code: Select all
directional_velocity = 0;
if(pause == 0)
{
char*key=GetKeyState();
int spd = 4;
yrate += gravity;
if(yrate > gravity * 3)j = 1;
if(key[KEY_LEFT] == 1 && key[KEY_RIGHT] == 0)
{
    dir = 0;
    if(sw == 1 && sj == 0)
    {
    if(j == 0)x -= spd;
    if(j == 1 && xrate > -spd)xrate -= spd / 4;
    if(af == 1)
    {
        if(j == 0)ChangeAnimation("Event Actor", "HRL", FORWARD);
        af = 0;
    }
    }
}
if(key[KEY_LEFT] == 0 && key[KEY_RIGHT] == 1)
{
    dir = 1;
    if(sw == 1 && sj == 0)
    {
    if(j == 0)x += spd;
    if(j == 1 && xrate < spd)xrate += spd / 4;
    if(af == 1)
    {
        if(j == 0)ChangeAnimation("Event Actor", "HRR", FORWARD);
        af = 0;
    }
    }
}
if(j == 1 && key[KEY_LEFT] == 0 && key[KEY_RIGHT] == 0)
{
    if(xrate < -.5)xrate += 0.5;
    if(xrate > .5)xrate -= 0.5;
}
if(j == 1 && key[KEY_LEFT] == 1 && key[KEY_RIGHT] == 1)
{
    if(xrate < -.5)xrate += 0.5;
    if(xrate > .5)xrate -= 0.5;
}
if(sj == 0)
{
if(key[KEY_LEFT] == 0 && key[KEY_RIGHT] == 0 && j == 0)
{
    if(af == 1)
    {
        af = 0;
        if(dir == 0)ChangeAnimation("Event Actor", "HSL1", FORWARD);
        if(dir == 1)ChangeAnimation("Event Actor", "HSR1", FORWARD);
        sw = 0;
    }
}
if(key[KEY_LEFT] == 1 && key[KEY_RIGHT] == 1 && j == 0)
{
    if(af == 1)
    {
        af = 0;
        if(dir == 0)ChangeAnimation("Event Actor", "HSL1", FORWARD);
        if(dir == 1)ChangeAnimation("Event Actor", "HSR1", FORWARD);
        sw = 0;
    }
}
}
if(key[KEY_UP] == 1 && j == 0 && sj == 0)
{
    ChangeAnimation("Event Actor", "HareJump", FORWARD);
    sj = 1;
}
if(j == 1 && sj == 0)
{
    if(xrate < -2)
    {
        af = 1;
        sw = 1;
        ChangeAnimation("Event Actor", "HareJL", FORWARD);
    }
    if(xrate > 2)
    {
        af = 1;
        sw = 1;
        ChangeAnimation("Event Actor", "HareJR", FORWARD);
    }
    if(xrate >= -2 && xrate <= 2)
    {
        if(yrate < 0)ChangeAnimation("Event Actor", "HareUp", FORWARD);
        if(yrate >= 0)ChangeAnimation("Event Actor", "HareDown", FORWARD);
        af = 1;
        sw = 1;
    }
}
y += yrate;
if(j == 0)xrate = 0;
x += xrate;
}

I use xrate and yrate(real/float, actor varaibles) to work the same as xvelocity and yvelocity.
why: its alot better for pausing your game, you just have to add a few events that decrease your yrate to 0 when you collide with the ground :D

PostPosted: Tue Aug 21, 2007 2:25 pm
by Sgt. Sparky
Darkboy wrote:Hi Boss(where are you going??I miss you..ha..ha..ha..)

what do you mean? :|

PostPosted: Wed Aug 22, 2007 2:13 am
by Bee-Ant
Sgt. Sparky wrote:
Darkboy wrote:Hi Boss(where are you going??I miss you..ha..ha..ha..)

what do you mean? :|


F0rget it...

Re: MARIO And The Golden Key

PostPosted: Thu Sep 20, 2007 8:07 pm
by DarkParadox
i found a glitch:
you seem to be able to destroy bricks from the side!?

Re: MARIO And The Golden Key

PostPosted: Sat Sep 22, 2007 3:16 am
by Bee-Ant
diormeh wrote:i found a glitch:
you seem to be able to destroy bricks from the side!?

Oh yeah???
Nothing is perfect in this world... :D