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Messages - Ryuza

Pages: [1] 2 3 ... 13
Coding / Re: Small GM Error
« on: March 04, 2014, 01:47:27 am »
Ah, well that was simple enough, I got it working now, thanks! :D

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 / Re: Super Mario Bros. Crossover v2.0
« on: February 13, 2012, 07:30:00 pm »
Luigi is actually supposed to play like in Lost Levels, the programmer tried to match the physics for both of them. He ran an emulator in the background and controlled both at the same time to test them. I think the main issue is just that ours gains speeds a bit faster, I'll let him know and he'll probably fix it in the next big update. :)

I think our music guy is gonna post downloadable versions of the Blaster Master music on his site, once they go up I'll post a link here.

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 / Re: Sophia III Sprites
« on: March 16, 2011, 03:43:18 pm »
Not sure if it's alright to bump this up but I made a lot of changes on the old version, I updated the first post with the older versions and the newest one.

Here are the two versions I'm working with right now, the second one has a minor change on the body where it connects to the glass and I'm still deciding which version I should continue with, I'm liking the second better though.

Let me know what you think. Also, I'm basing most of the design off of the top reference.

Graphics / Re: Sophia III Sprites
« on: March 04, 2011, 07:26:05 am »
Very cool, I made a few changes with using the colors from it, I think it's looking much better:

Edit: Changed a bit more:

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 / Re: Anyone good at html?
« on: February 27, 2011, 06:56:18 am »
I was getting the same problem, but after making the following changes:

Code: [Select]
HTML Changes:
a. Gave your logo+navigation table these attributes: 'id="left"', 'width="260"'.

CSS Changes:
a. Replaced these properties of '#page': 'margin:0 auto;' replaced with 'float:left;'
b. Gave '#left' this property: 'margin-left:81px;'.

It now looks like the image below. Hopefully an improvement. It still does drop the page div down below the navigation table when resized enough, but at least it keeps the borders normal. It looks similar in IE6, IE8, Opera(v.10.?), Safari(v.?), and Firefox(v.3.5.16).

Thanks, got it fixed.

Coding / Re: Anyone good at html?
« on: February 18, 2011, 06:54:27 pm »
It's a bit hard to describe, I added a screen of what it does in firefox to the first post, the fact that it pushes the main content down when you make the window thinner isn't too much of a problem I guess, I'm mostly worried about it acting up in firefox.

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:

Entertainment / Re: Ghostbusters
« on: February 14, 2011, 06:52:03 am »
Great movie, I remember watching it a lot when I was younger, still watch it a bit whenever it comes on tv.

Anyway, apparently there will be a Ghostbusters 3. I've heard about it from a lot of different places online, from what I've heard the story will be around a new team of Ghostbusters being trained by the originals. From what I've heard one of the new Ghostbusters happens to be the baby from the second movie, they're even getting the same actor that was the baby at that time.

Not 100% on all that though, just what I've heard around, imdb has some info on it as well:

Coding / Re: [Help] Got a minor problem
« on: January 26, 2011, 08:04:35 am »
In all seriousness, no one will be able to help you with just that little bit of coding. The problem might as well be somewhere else.

Actually the code I provided was the only code used in the object, establish hspd in create, set up collision and add hspd to x in step.

I moved [x += hspd;] over to the begin step event and it fixed the problem perfectly, I also tested it in end step and got the same result as the begin step. I figured I'd try the first thing you mentioned to fix it and move down the list and that happened to work great.

Anyway, thanks for the help once more Niek :)

Entertainment / Re: Just bought a NES on eBay...
« on: January 24, 2011, 10:01:41 pm »
I got an extra NES awhile back by buying a broken one really cheap off of eBay and fixing it, it's usually just the pin connectors being bent and thats an easy fix, you can fix them yourself or get a new one for $8 and replace it.

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.

Entertainment / Re: Just bought a NES on eBay...
« on: January 24, 2011, 04:25:25 pm »
Theres also a warp flute at the end of world 2 but you don't really need it, you just need to use the hammer item you get from the Hammer Bro on the very top right rock of World 2.

I never really found any of the old NES games too hard though, but Ninja Gaiden II destroyed me :P, finally had to cave in and use the game genie, then when I finally get to the last stage the codes somehow wore off... Really surprised me when I died and my lives went down, still beat it though, about 4-5 hours of playing nonstop :D

Discussion / Re: Flash Question
« on: January 24, 2011, 03:36:57 am »
Been away for a bit and forgot to check back for a response :P

Anyway, thanks guys, I checked out Flixel and it led me to a package named FlashPunk, which allows exactly what I needed and has a lot of good tutorials.

Here's a link for how to get tile sheets working with the FlashPunk package: http://flashpunk.net/?p=tutorials&t=12

Thanks for the help.

Feedback / Re: A warning about Final Countdown would have been nice
« on: January 14, 2011, 04:28:31 am »
Did I miss something?

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

Contests / Re: Game Maker exclusive contest #1
« on: January 08, 2011, 05:04:30 am »
Didn't realize we had some other people from Michigan around here.

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