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Author Topic: GM6 begginers help  (Read 1104 times)

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GM6 begginers help
« on: January 14, 2007, 01:03:20 am »
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well im new to gm6 and all i can do id to get my little link to walk around
how do u do swords sheilds and talking to people.
« Last Edit: January 14, 2007, 05:25:45 pm by 4Sword »
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Re: GM6 begginers help
« Reply #1 on: January 14, 2007, 01:17:02 am »
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WHOA, slow down there cowboy, lol. There are alot of examples all around this area, because those things have been requested so many times. Use the search function... or just browse around.
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the a o d c
Re: GM6 begginers help
« Reply #2 on: January 14, 2007, 04:41:04 pm »
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just look around the forum, use the help file to learn about changing sprites and collisions and keyboard input.
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i love big weenies and i cannot lie

Bistian

Procedurally generated bro.
Re: GM6 begginers help
« Reply #3 on: January 20, 2007, 05:21:34 pm »
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Sprite: sprite56
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>

Collision Event with object object46:
go to room Dorf Kakeriko with transition effect Create from bottom

Collision Event with object object47:
go to room Haus 1 with transition effect Create from center

Collision Event with object object48:
go to room Feen H??hle with transition effect Shift from top

Collision Event with object object52:
go to next room with transition effect <no effect>

Collision Event with object object53:
go to previous room with transition effect <no effect>

Keyboard Event for <Left> Key:
set the sprite to Link_Left with subimage 0 and speed 1
if number of objects  is Equal to 1
      for all : change the instance into object Controller_Links, not performing events
if number of objects object40 is Equal to 1
      for all object40: change the instance into object Controller_Links, not performing events
if number of objects  is Equal to 1
      for all : change the instance into object Controller_Links, not performing events
if relative position (-4,0) is collision free for Only solid objects
      move relative to position (-4,0)
else
      exit this event

Keyboard Event for <Up> Key:
set the sprite to Link_Up with subimage 0 and speed 1
if number of objects  is Equal to 1
      for all : change the instance into object object40, not performing events
if number of objects Controller_Links is Equal to 1
      for all Controller_Links: change the instance into object object40, not performing events
if number of objects  is Equal to 1
      for all : change the instance into object object40, not performing events
if relative position (0,-4) is collision free for Only solid objects
      move relative to position (,-4)
else
      exit this event

Keyboard Event for <Right> Key:
set the sprite to Link_Right with subimage 0 and speed 1
if number of objects  is Equal to 1
      for all : change the instance into object , not performing events
if number of objects object40 is Equal to 1
      for all object40: change the instance into object , not performing events
if number of objects Controller_Links is Equal to 1
      for all Controller_Links: change the instance into object , not performing events
if relative position (4,0) is collision free for Only solid objects
      move relative to position (4,0)
else
      exit this event

Keyboard Event for <Down> Key:
set the sprite to Link_Down with subimage 0 and speed 1
if number of objects Controller_Links is Equal to 1
      for all Controller_Links: change the instance into object , not performing events
if number of objects object40 is Equal to 1
      for all object40: change the instance into object object40, not performing events
if number of objects  is Equal to 1
      for all : change the instance into object object34, not performing events
if relative position (0,4) is collision free for Only solid objects
      move relative to position (,4)
else
      exit this event

Keyboard Event for 1-key Key:
if number of objects  is Equal to 1
      create instance of object object61 at relative position (,16)
if number of objects Controller_Links is Equal to 1
      create instance of object object62 at position (-16,0)
if number of objects object40 is Equal to 1
      create instance of object object60 at relative position (,-16)
if number of objects  is Equal to 0
      create instance of object object63 at relative position (16,0)

Keyboard Event for A-key Key:
if number of objects  is Equal to 1
      set the sprite to sprite52 with subimage 0 and speed 1
      create instance of object object42 at relative position (0,16)
if number of objects  is Equal to 1
      set the sprite to sprite54 with subimage 0 and speed 1
      create instance of object object45 at relative position (16,0)
if number of objects object40 is Equal to 1
      set the sprite to sprite53 with subimage 0 and speed 1
      create instance of object object44 at relative position (0,-16)
if number of objects Controller_Links is Equal to 1
      set the sprite to sprite55 with subimage 0 and speed 1
      create instance of object object43 at relative position (-16,0)

Keyboard Event for B-key Key:
if at relative position (0,-16) there is object object16
      display message: Man k??nnte die Pflanze vieleicht mit dem Schwert wegschaffen ...
if at relative position (0,-16) there is object object54
      create instance of object object18 at position (216,24)
display message: Du hast den Bogen gefunden !
for all object54: change the instance into object object55, not performing events

Key Release Event for <Left> Key:
set the sprite to sprite58 with subimage 0 and speed 1

Key Release Event for <Up> Key:
set the sprite to sprite59 with subimage 0 and speed 1

Key Release Event for <Right> Key:
set the sprite to sprite57 with subimage 0 and speed 1

Key Release Event for <Down> Key:
set the sprite to sprite56 with subimage 0 and speed 1

This is my Version !
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