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Author Topic: Problem with pickup and pushing.  (Read 1456 times)

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Problem with pickup and pushing.
« on: December 03, 2007, 07:36:43 pm »
  • Metal Up Your Ass.
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Hi, I'm trying to include a Pickup engine (by Mit) with the Movement/Pushing engine (by Goodnight)...I know a little of code, but I can't figure it out..There are some bugs...Here's the gmk file...

Please someone help me :'(
Thanks :)

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Re: Problem with pickup and pushing.
« Reply #1 on: December 04, 2007, 02:51:44 am »
  • MetalRidley was here
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I don't see what the problem is, it seems fine O_o
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Re: Problem with pickup and pushing.
« Reply #2 on: December 04, 2007, 05:54:38 pm »
  • Metal Up Your Ass.
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The problem is very small...When you lift a rock, the lift anim doesn't show and It seems that and extra instace of Link is created..It's little, but looks bad..

Thanks anyway XD
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Re: Problem with pickup and pushing.
« Reply #3 on: December 04, 2007, 10:53:55 pm »
  • MetalRidley was here
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Oh I see lol, I didn't notice that :P.
Anyways, to fix the 'double' Link when you're holding something, take out the first draw_sprite call in the Draw event (right after "draw_sprite(sprLinkShadow,0,x,y)"). I think you just forgot to take that out; it was always drawing two sprites.

To fix the lack of lift/throw animations, just move where you check that the sprite isn't a lift/throw animation (in the step event code) to cover just about the whole step event. Basically change this:
Code: [Select]
if (holdd ||holdu || holdl || holdr)
        && (sprite_index!=sprLinkLiftD and sprite_index!=sprLinkLiftU and sprite_index!=sprLinkLiftL and sprite_index!=sprLinkLiftR) 
        && (sprite_index!=sprLinkThrowD and sprite_index!=sprLinkThrowU and sprite_index!=sprLinkThrowL and sprite_index!=sprLinkThrowR)
        {
To this:
Code: [Select]
if (sprite_index!=sprLinkLiftD && sprite_index!=sprLinkLiftU && sprite_index!=sprLinkLiftL && sprite_index!=sprLinkLiftR
        && sprite_index!=sprLinkThrowD && sprite_index!=sprLinkThrowU && sprite_index!=sprLinkThrowL && sprite_index!=sprLinkThrowR)
{
if (holdd ||holdu || holdl || holdr)
{
And then add another } at the end, right before "depth=-y;".

And finally, I noticed that you can push blocks while holding a rock. To fix that, just check if you're holding anything (probably just "if (instance_exists(holding_pot))" before running any of the Wall-pushing detection code.

Hope this helps :)
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Re: Problem with pickup and pushing.
« Reply #4 on: December 04, 2007, 11:24:43 pm »
  • Metal Up Your Ass.
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Yeah! Thank you so much OriZak!...Now works perfectly XD..You will get credit for sure!..And the creators of the code too, obviously..

Again, Thanks!
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Re: Problem with pickup and pushing.
« Reply #5 on: December 05, 2007, 01:19:24 am »
  • MetalRidley was here
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Yeah no problem ;)
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