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Topics - Ryuza

Pages: [1] 2 3
Coding / Small GM Error [Solved]
« on: March 03, 2014, 03:46:31 am »
Hey, been a long time since I've been around but I figured I"d stop by and ask a quick GM question. It's been awhile since I've used GM and I'm still getting a bit used to Studio and encountered an error importing an old project of mine that I was gonna mess around with.
Code: [Select]
switch ctrl_menu.slot[16, 0] {
    case global.item[15, 1]: scr_weapon_bow() break;
It's giving me the error: Case argument should be a constant.

It seems like it's probably something pretty obvious but I'm not really sure what. Anyone know what to do?

Edit: Got it working now, thanks Martijn!

Other Projects / Super Mario Bros. Crossover v2.0
« on: February 09, 2012, 04:40:00 am »
Hello everyone, been a little while since I've actually posted something, thought I'd show you guys a project I've been working on with a friend of mine. It's called Super Mario Bros Crossover, you can play through the original SMB as various characters from other retro games.

We just released our newest update and added two more characters and the ability to switch graphic styles. I created all the custom graphics for the project so let me know what you guys think. :)

You can play it here: http://www.explodingrabbit.com/games/super-mario-bros-crossover

There's still a few minor bugs here and there but we figured we'd find them quicker if we had more people playing and reporting them.

Entertainment / Operation Moonfall
« on: October 27, 2011, 07:59:56 am »
Hey all, thought I'd stop by and post this real quick: Operation Moonfall

Not sure if you guys have already heard but Nintendo said that a remake of Majora's Mask for the 3ds could follow up the OoT remake if they get enough support so some people are getting together a petition to show Nintendo that people would want it. Figured a zelda based forum might be a good place to find a couple more people to help the cause ;)

Anyway, while we're on the topic, is anyone here a big fan of Majora's Mask? Or are most of you partial to OoT?

Graphics / Sophia III Sprites
« on: March 04, 2011, 06:03:28 am »
Hey everyone, been working on a bit of an upgrade of the sprites for Sophia III from Blaster Master for fun and practice. The sprite is from scratch but the layout and design of things is based on a combination of the original sprites and the official art for the game. So here it is, let me know what you think, here are the past versions:
-> -> ->

The current version(s):

And the main pieces of reference:

^ From the manual

^ From the opening

Coding / Anyone good at html?
« on: February 18, 2011, 04:27:14 pm »
Hey all, I've been working on a site recently and I ran into a bit of trouble, the site is up and working fine but when I open it firefox and try to make the window thinner it sorta freaks out, it does something similar if you open it in any browser and shrink the window. I'm not entirely sure why it's doing it though and was curious if anyone might be able to help, heres the site:

here is what it's doing in Firefox:

Coding / [Solved] Got a minor problem
« on: January 24, 2011, 09:57:27 pm »
Hey all, trying to figure something out here, I've got a simple room with two enemies moving next to each other between two walls.

The first one hits a wall, it bounces back, hits the other and then the problem occurs, for some reason at the exact point of collision they both move one pixel left, one pixel right, and then reverse direction like they're supposed to. It's a bit hard to notice I guess, my brother couldn't see anything wrong with the way they were moving but it seems like a really big and obvious thing to me.

Here's the code for their step event:
Code: [Select]
if place_meeting(x + 1, y, par_solid) ^^ place_meeting(x - 1, y, par_solid) {
     hspd *= -1; // Reverse horizontal direction
Hspd is a custom variable used for their movement speed, they have the par_solid object as their parent just for testing, so they'll bounce off each other the same way they'd bounce off of a wall. The only other code involved is establishing [hspd = 1;] in the create event and adding [x += hspd;] in the step event.

Anyone have any ideas as to how to fix this? I've tried a couple other ways of detecting the collision and this was the best one so far.

Edit: Solved thanks once more to Niek.

Discussion / Flash Question [Solved]
« on: January 09, 2011, 05:54:02 pm »
Hello all, just curious if there might be a way to load different parts of an image from a single file in flash rather than having a single file for each sprite and tile used. I've been doing a bit of searching around for an answer but I can't seem to find anything at the moment.

For example would it be possible to single out different tiles from a tilesheet and use them in a game instead of having to have a separate file for each tile?

Any help would be greatly appreciated.

Edit: Solved, using the FlashPunk package and this tutorial: http://flashpunk.net/?p=tutorials&t=12

Coding / Need a bit of help
« on: January 01, 2011, 03:32:30 am »
So I'm trying to work something out in GM8 and need a bit of help. Basically I want to have a full black screen with a circle around the player that is subtracted from the background, kind of like a light in a dark room, but what I want to do differently is have the circle permanently reveal anything its passed over. I should be able to use draw_set_blend_mode(bm_subtract) to do the subtracting but I'm not sure if theres a way to permanently subtract with it.

Anyone have any idea how I might achieve this?

Coding / Blaster Master Engine
« on: December 27, 2010, 05:49:50 pm »
Hey all, been doing some programming for practice and decided to take a shot at recreating the basic engine for the original Blaster Master. So far everything is coming along nicely and it plays almost exactly like the real thing, but if you notice any differences please feel free to let me know. Currently working on it GM8, might put out the source at some point but for now just the .exe.

- Jason Testing -
- Sophia Testing -

Current Version Info:
Currently you can only play as Jason but everything about him is nearly complete, the only thing left is swimming (Complete in the next version). The test area is simply the first room of the game with some ladders placed to allow you to make it to the end easier, making it back from the end is a bit difficult as the ladders get in the way a bit. Jason does take damage from falling too far like in the original and can die, if you do die simply restart the game as nothing will happen afterward.

The Sophia test version exclusively includes Sophia, no getting out of the tank for Jason yet but Sophia seems nearly complete. Haven't noticed any bugs yet other than a bug that I've put in from the original, nothing problematic just shooting while Sophia is in-between looking horizontally and vertically causes the bullets the be created at a different point.

Arrow Keys - Move
Z - Jump
X - Shoot
Left Click - Teleports Jason to that location (Testing)
Up + C - Resets the stage (Testing)
Esc - Exit the game

Known Differences:
 - Sophia builds up speed and moves quicker
 - Sophia's Jumping is slightly off
 - Sophia's Bullets are a tiny bit slower in mine
 - The view scrolls a bit later then it should

Upcoming Features:
- Playable Sophia*
  - Swimming
  - Hover
  - Wall Climbing
- Swimming as Jason*
- Overhead playable Jason
- Basic enemies


Let me know if you notice any bugs and I'll do my best to fix them. C+C would appreciated.

Edit 12/30/10: Added a quick test for Sophia.

Coding / Loading Custom Tiles?
« on: December 17, 2010, 04:38:25 am »

So, I'm working on a small project and I was curious if anyone might be able to help me, I'm using GM8 by the way.

Anyway, I'm trying to find the best way to go about loading a custom tilesheet, I want to distribute my game with two .png files (cstile.png & csbkg.png) that could be edited and used in-game as custom tiles and backgrounds. I got the custom background working easy, just background_replace(), but I'm not sure how to load an external image file and then use it as a tilesheet.

Anyone know how I might be able to achieve this? Is it possible I could replace the image in a existing tilesheet using background_replace()? If so I'm not quite sure how to refer to a tilesheet used in a room rather then the background which is normally just background_index[0, 1, etc.].

Thanks in advance to any that may be able to help.

Coding / Got a question
« on: November 11, 2010, 01:29:06 am »
So, I've been going through cutting down on unneeded code to tidy up things a bit and I come across a huge bulk of code I've been using to check if a certain variable is within the range of certain numbers. I had a feeling there was a much easier way of going about it so I thought I'd ask around here.

Is there any other way to check if a variable is between two values (variable A is greater than -2 and less than 2) other than this:
Code: [Select]
if 'A' > -2 && 'A' < 2 {"Action"}
Just wondering if anyone else knows of another way to go about this.

Coding / Quick HTML Question [Solved]
« on: November 03, 2010, 10:30:25 pm »
Hey all, just needed a bit of help with something in html, working on a simple assignment for class with cycling images and they won't cycle, I'm assuming its cause there are 3 sets of images that will cycle, with one it worked fine. Anyone know what the problem is?

I know its something simple but I can't seem to get it, I'm also not the greatest at html :P.

Never mind, I got it.

Graphics / Need some Opinions
« on: October 23, 2010, 10:20:12 pm »
Hey all, need some opinions here, which of the 3 ships pictured below do you think would be the best base for the ship the player would control in a shump (shoot 'em up) game? I know they're all form different angles but I'm kinda basing part of the concept of the game based on the ship I pick but its a basic horizontally scrolling space shooting type game like Gradius.

Also, please give some reasons as to why you like on better than another.

Coding / Platforming Game Movement Trouble
« on: September 25, 2010, 09:51:20 pm »
Been having a bit of trouble with getting some sidescrolling basic movement, messing around with a new way of doing it using while statements:

Code: [Select]
// Step Event
if keyboard_check(vk_left) {
    dir = "L"
    while hspd != -2 {hspd -= .02}
} else if !keyboard_check(vk_left) {
    while hspd != 0 {hspd += .02}

if keyboard_check(vk_right) {
    dir = "R"
    while hspd != 2 {hspd += .02}
} else if !keyboard_check(vk_right) {
    while hspd != 0 {hspd -= .02}

Whats happening is that the game freezes up the second I press left or right, if I take out the code for the left key it works fine and vice versa, so they're interfering with each other somehow. I'm not quite sure whats going on with it and I'm still looking it over and working on it but I figured its always easier to find a solution from the outside and since I'm tangled up in it I can't seem to figure it out, no matter how obvious its likely to be.

So, any help is quite appreciated. Thanks in advance.

Coding / Platformer Programing
« on: July 27, 2010, 04:10:21 pm »
Hey all, I've been working on a platforming game for a while now and I've been looking over a couple different ways of doing collisions, gravity, friction. From what I've seen most people set up an object to object collision system with scripts for different types of collisions. Basically each object has some code or a script in it that is used to tell the object how to collide with other objects, and most objects also have some code for gravity, telling it when to fall and at what speed.

I recently thought up an idea which I haven't seen done yet and I was wondering if I could get a bit of feedback on it. My idea should cut out a lot of unneeded code, basically, have three main objects: ctrl_nature, par_active, par_solid.

  • Par_active would be a parent object for every object that can be moved, such as the player or a box you could push around.
  • Par_solid would be any other normal solid object.
  • Ctrl_nature would handle all the basic collisions between par_active and par_solid.

By putting "with (par_active)" in the step event of ctrl_nature you can put all the collision code or scripts you'd normally have in every object into one. As for gravity/friction you can simply create global variables for the two in ctrl_nature and have the basic code to control it in the step event within the "with (par_active)" section so that it applies to all the of objects with par_active as the parent.

So, does anyone know of any downsides to doing the collisions, gravity, etc. in this way? So far the engine I've been working on that uses this system for everything has been doing rather well, the only problems I'm having are normal bugs you'd have with any type of collisions. Any advice or suggestions on doing things this way?

Edit: Started a page under the projects and added a download for the basic movement, please let me know if there are any bugs or anything strange about the movement, so far it seems to work rather smoothly though.

Coding / Platformer Movement Bug
« on: June 14, 2010, 04:38:22 pm »
Hey all, I've been using this movement code I found a long while back and I've been modifying it here and there over time. Recently though I've had trouble with GM8 freezing up at random times during testing, sometimes after a simple jump or walking into a corner or something. I was hoping someone might be able to tell me if theres anything weird or buggy looking in this code, maybe something that causes an unwanted loop or something that could cause GM to freeze up.

This code goes into the Step Event:
Code: [Select]
if keyboard_check(vk_left) {
    x -= global.pfric
} else if keyboard_check(vk_right) {
    x += global.pfric

// Here, we move horizontally..
x += hspeed;
// Then move out of any collisions we just moved in to.
while place_meeting(x, y, par_solid) x -= sign(hspeed) / 2

// Now we move vertically..
y += vspeed;
// Then move out of any collisions we just moved in to again.
while place_meeting(x, y, par_solid) y -= sign(vspeed) / 2

// Because we moved out of collisions, we can use simple codes to check for collisions.

// Here, we check the right and left walls.. Easy to make wall jumping, or something like that.
if place_meeting(x - 1, y, par_solid) && hspeed < 0 hspeed = 0;
if place_meeting(x + 1, y, par_solid) && hspeed > 0 hspeed = 0;

// Then, we check for the ceiling.
if place_meeting(x, y - 1, par_solid) && vspeed < 0 vspeed = 0;

// Finally, check the floor..
if place_meeting(x, y + 1, par_solid) {
    // If there is a floor there, we need to stop falling.
    if vspeed > 0 vspeed = 0; global.djump = false;
    // We can also jump with a floor below us.
    if keyboard_check_pressed(vk_up) vspeed = global.pjump

// If there is no floor, then we need to fall down.
else vspeed += global.pgrav

// Finally, friction.
hspeed *= global.pfric

// Left right movement. (It's all very simple.)
if keyboard_check(vk_right) hspeed += 1 global.pdir = "R";
if keyboard_check(vk_left) hspeed -= 1 global.pdir = "L";

/* Negates the effects of using hspeed and vspeed, so that we can handle the
variables ourselves. */
x -= hspeed; y -= vspeed;

If anyone has anyone has any ideas as to whats wrong please let me know.

Graphics / [Solved] Need some help with Flash
« on: May 12, 2010, 04:23:48 pm »
Well, I need a bit of help from any Flash users around. I'm working on an assignment for class, I have a background image on the bottom layer, a white rectangle on the middle layer covering the background completely, and a white bar on the top layer that slides across the entire rectangle.

What I'm trying to do is find a way to make it so that bar is transparent and cuts a piece out of the middle layer, so as it scrolls past its revealing the bottom layer, but I don't want it to scroll over and cut away the whole middle layer to reveal it, just the spot its at as it passes. I'm planning on having it scroll past revealing parts of the background, then have the background fade in when its done (which I now how to do).

So, anyone know how to do this? I've done it once before on an old assignment in a flash class but I can't remember how the teacher went about doing it.

Graphics / HUD Concepts
« on: April 21, 2010, 05:45:58 pm »
I'm currently working on a small platformer where the main character has the ability to change form, he has three special forms. Each form has a charge level, it replenishes very slowly over time and can be filled by collecting power-ups or coming into contact with special objects. When in a special form the player's charge for that form will slowly drain and when its empty they revert to normal.

So I'm working on a HUD to go with this idea and I've been running into a few problems, as of right now I have a few basic ideas that I've mocked up and I was wondering if I could get some opinions on them:
*The top five blocks for each one is the health bar, it's not final though, I'm mainly focusing on the ability part of the HUD first.

Anyway, the way it'll work is the player will always have one form selected and they can cycle through the three with a key. The current charge for the form is represented by the boxes which are about 10 pixels high, so each line of pixels in the box is 10% of the maximum charge. What I want to do is be able to let the player see the charge level on all three forms at any time without getting the HUD too cluttered.

  • Concept 'A': The active ability is in the front center, while the inactive ones are behind it and slightly smaller (and they would be slightly faded too, in-game), theres also a gauge to the right to show a more specific charge for the form, rather then using the box by itself.
  • Concept 'B': The main form is a regular size box with the inactive ones smaller and to the left, this one also includes the more detailed charge gauge.
  • Concept 'C': There are three normal 10x10 boxes for the forms, each actively displaying the forms charge level with the active form being highlighted and the inactive forms being faded.

I'm leaning towards 'C' but I wanted some opinions, so, let me know what you think of them or if I should go with something completely different.

Graphics / Trip World - Recolor
« on: April 07, 2010, 05:39:35 pm »
Well, I was bored and surfing around last night and I heard about this game called Trip World for the gameboy (unfortunately it was only released in europe and japan), I gave it a try and thought it was really cool and I decided to see how it might look in color. So heres a recolor I did of a random screen I found of the main char (Yakopu, right) and the first boss (Chong Pei, left):

Let me know what you think.

Graphics / Semi-Custom Link
« on: February 25, 2010, 02:43:53 am »
I was messing around with the idea of combining MC and GB style and ended up with something that is pretty much a miniature MC style Link, thought I'd post it just for the heck of it. What do you guys think?

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