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Topics - Piers

Pages: 1 2 [3]
41
Other Discussion / So, whats happening?
« on: May 22, 2006, 08:26:51 pm »
I went camping for the weekend so what's happening? Anything I should know? Any more drama? TRM release Oot 2d yet?

42
Entertainment / HALO 3 !@#$%
« on: May 10, 2006, 12:02:12 pm »

43
Other Discussion / Kleaver was telling the story wrong...
« on: May 07, 2006, 01:42:45 am »
heres what really happened:

 I was on gaurd duty when all these bastards snuck up on me and gagged me with a rag. They surrounded me but as on when to tie the rag I grabbed his arm and pulled him towards me. The guys body smashed against the guy who was gagging me then I twisted around, put my arm on his elbow and pulled with the hand holding his rist, breaking his arm. After that I ran out side to see a massive army waiting outside Zfgc-Hyrule castle. I rung the alarm bell and millions of ZFGCers ran towards them with swords. When they first collided I thought we we're winning but once they brought pistols into this I knew we were screwed. I ran up to high ground as they advanced through the front gate. Once I got up on the highest hill they surrounded me. So I took out two ak-47s and let lose. They ran up the hill at me as the shots echoed through the walls of the castle. Some tumbled into a pile of there own gore but they kept advancing. One got near me so I smashed its face in with my ak and picked up a rocket launcher. The launcher kicked against my shoulder and blew the !@#$% out of some of the army and with a few quick burst from my ak-47s I took them down. Finally it was me and the last guy. I shouldered the rocket launcher to find it was out of ammo. So I dashed forward and nailed the guy in the stumach. Followed by a swift round-house to the head and a smash in the ribs with his own leg took him down.
Oh ya, Kleaver was there too.

Thats what happened.

44
Other Discussion / How much does this place feel like ZFGC to you?
« on: May 06, 2006, 06:21:40 pm »
How much does this place feel like ZFGC and if under %100 then explain what we need to get it there?

45
MC & FS / [Solved] Link Mc
« on: May 04, 2006, 09:29:57 pm »
I need a sheet of all the link sprites from Mc. (I would like the one from TSR)

46
Other Discussion / Remember this....
« on: May 03, 2006, 11:40:34 pm »
http://www.petitiononline.com/ww2dr/petition.html
Cause I sure don't. Maybe I was away.

47
Just curious.

48
Coding / FAQ. Frequently Asked Questions
« on: April 26, 2006, 11:41:53 am »
Copied and pasted directly from IF ZFGC.

anyways....


hookshot:



Provided by Crystallizer


In the Hook Object, have a collision check with the Wall Object. Make the hook stop and set a variable

eg. global.hooked='true';

In the step event of the Hookshot Link or Link Object, check to see if the hook hit the wall.

if global.hooked='true' {
move_towards_point(obj_hook.x,obj_hook.y,5)} // move Link to the hook object. 5 is the speed of link when he moves to the hook object.
else //If the hook has not hit the wall
{
}

Finally, in Link's collision event with the hook, check to see if the hook is in the wall, destory the hook object, and set the hooked variable back to false.

if global.hooked='true' {
with (obj_hook) { instance_destroy } //destroys the hook object
global.hooked='false'; //sets the hooked variable back to false
}
else
{
}


huds:



Provided by Crystallizer


You can do that easily by using views.

If you haven't enabled views yet. Select the room that the HUDs going to be in. Go to the Views Tab and check "Enable the use of Views" and "Visible when room starts". Mess around with the W and H and choose the object (Link) to follow.

To get the HUD appear in the top right corner, you need to put:

view_left[ + 10, view_top[ + 225 //Change 10 and 225 to suit your needs


Walking (left, but work from there ^_^):



provided by Scrappersa


if place_free(x-6, y) {
x -= 6;
image_single = -1;
global.facing = "left";
sprite_index = walking left;
}


Boomerang


Provided by Scrappersa



//come back


move_towards_point(link.x, link.y)

//move, name this script boomerang move

if global.linkdirect = left
{
hspeed = arguement0
}

if global.linkdirect = right
{
hspeed = arguement1
}

if global.linkdirect = up
{
vspeed = arguement3
}

if global.linkdirect = down
{
vspeed = arguement4
}

//Now use this in the button event of link pressing a button
//4 and -4 are good just to test with, anything can be used
boomerangmove(-4, 4, -4, -4)


I made an prioritised movement! Very easy, but may not work. It worked for me!
Step Event:
if (keyboard_check(vk_left)=true) then
{
sprite_index=playerwalkleft;
playerDirection="Left";
if (place_free(link.x-playerSpeed,y))then
{
x-=playerSpeed;
}
}

if (keyboard_check(vk_right)=true) then
{
sprite_index=playerwalkright;
playerDirection="Right";
if (place_free(link.x+playerSpeed,y))then
{
x+=playerSpeed;
}
}

if (keyboard_check(vk_up)=true) then
{
playerDirection="Up";
sprite_index=playerwalkup;
if (place_free(link.x,y-playerSpeed))then
{
y-=playerSpeed;
}
}

if (keyboard_check(vk_down)=true) then
{
playerDirection="Down";
sprite_index=playerwalkdown;
if (place_free(link.x,y+playerSpeed))then
{
y+=playerSpeed;;
}

Then add another code.

if (keyboard_check(vk_left)=false) and
(keyboard_check(vk_up)=false) and
(keyboard_check(vk_right)=false) and
(keyboard_check(vk_down)=false) then
{
sound_stop(walk3);

if (playerDirection="Left") then
{
image_index=1;
sprite_index=playerstand;
}

if (playerDirection="Down") then
{
image_index=0;
sprite_index=playerstand;
}

if (playerDirection="Up") then
{
image_index=2;
sprite_index=playerstand;
}

if (playerDirection="Right") then
{
image_index=3;
sprite_index=playerstand;
}

}


//Negative is left and up
//Positive is right and down

Ok, i??ve discoveres myself, if anyone wants it, here there is:

Saving:

Save files
QUOTE 
file_open_write("your filename")
file_write_real(global.rupeescount);file_writeln() //example of a real global variable
file_write_real(global.chest0001);file_writeln()
file_write_real(link.lives);file_writeln //:<_< //Not sure, example of a local variable
file_write_string(string(global.dir));file_writeln() // If you want to save a string
file_close()



Loading(RENEMBER, IN THE SAME ORDER YOU SAVED THEM)

QUOTE 
file_open_read("your filename")
global.rupeescount=file_read_real();file_readln()
global.chest0001=file_read_real();file_readln()
link.lives=file_read_real();file_readln() //In this case, the instance link must exist in the screen
global.dir=file_read_string();file_readln()
file_close()

Advanced movement
By cloudsquall:

Ok, it might be useful for someone out there.
No credit needed

You might have noticed a problem with handling Link's movement with the conventional method
(you know, the
if place_free(x-something,y) {x-=something}
thingy)

If for example something=2 and there is a solid object 3 pixels to the left of Link,Link will stop 1 pixel away from it.Most of the time this isn't
noticable,but when Link can just pass between two objects, a problem might occur.
So here's a workaround  for this:

Set two variables first:
CODE
global.xspeed=3; //or any other number
global.yspeed=3; //same here

Then in the step event:
CODE
if keyboard_check(vk_left)
{
     for (i=1; i<=global.xspeed; i+=1)
     {
           if place_free(x-1,y)  {x-=1}
     }
}

if keyboard_check(vk_right)
{
     for (i=1; i<=global.xspeed; i+=1)
     {
           if place_free(x+1,y)  {x+=1}
     }
}

if keyboard_check(vk_up)
{
     for (i=1; i<=global.yspeed; i+=1)
     {
           if place_free(x,y-1)  {y-=1}
     }
}

if keyboard_check(vk_down)
{
     for (i=1; i<=global.yspeed; i+=1)
     {
           if place_free(x,y+1)  {y+=1}
     }
}

That way Link will move by one pixel three times(or however many you want) each step
instead of moving by three pixels each step and the place_free check will occur for every pixel,letting Link move as close to a solid
object as possible.

Note: Add any other FAQ to this topic.
NO SPAM

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