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Author Topic: Mod/Sprite Request Topic  (Read 71314 times)
Wigglytuff
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Time to get airbags


« Reply #1350 on: June 03, 2012, 08:08:48 pm »

Learn to code it yourself through experimentation and ghetto prototypes. No one will ever want to code for you if you don't put in the time to do stuff yourself first.

All of the vanilla code can be copy-pasted as small snippets and have everything you need for this mod. It's a matter of knowing what things do (hence experimentation) and where to apply it.

I'll give you a few examples of useful code snippets to get the ball rolling.
- Most of the weapon user defined 1 events have projectile instance creation, which can be used to create more projectiles after one is destroyed
- Rifle code has hitscan if you ever need that
- Sentry turret code has target lock code and hitscan
- Character obstacle collision code is useful for wheel attacks that roll across the ground
- Infiltrator revolver alarm 1 (iirc) has stuff for melee attack hitboxes

Thanks. But where can I get the code?
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Step inside, Hello! we've the most amazing show. You'll enjoy it all, we know, step inside, step inside.
uberdeath
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amor fati


« Reply #1351 on: June 03, 2012, 08:12:40 pm »

You have to order the .gmk files online, right now it's around a 25% off limited time sale making it around $34.99, so I'd hurry up and grab it if you want to start modding soon.

PM me and I'll send you the Paypal site.
« Last Edit: June 03, 2012, 08:13:28 pm by uberdeath » Logged

Quote from:  SCBG
how about a minigame that takes place in uberdeaths ass where you have to collect droplets of leftover horse semen before he gets AIDS
RebelINS
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« Reply #1352 on: June 03, 2012, 08:25:15 pm »

Learn to code it yourself through experimentation and ghetto prototypes. No one will ever want to code for you if you don't put in the time to do stuff yourself first.

All of the vanilla code can be copy-pasted as small snippets and have everything you need for this mod. It's a matter of knowing what things do (hence experimentation) and where to apply it.

I'll give you a few examples of useful code snippets to get the ball rolling.
- Most of the weapon user defined 1 events have projectile instance creation, which can be used to create more projectiles after one is destroyed
- Rifle code has hitscan if you ever need that
- Sentry turret code has target lock code and hitscan
- Character obstacle collision code is useful for wheel attacks that roll across the ground
- Infiltrator revolver alarm 1 (iirc) has stuff for melee attack hitboxes

Thanks. But where can I get the code?
You can check the official source via MedO's github
https://github.com/Medo42/Gang-Garrison-2
or you can check in your Gang Garrison folder then go to /Source. The .gmk file should be in there.

You'll need Game Maker 8 Pro in order to open. And since you have the vast repository of "The Internet" at your disposal, I'd encourage you to use it to get Game Maker 8 Pro.
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uberdeath
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amor fati


« Reply #1353 on: June 06, 2012, 09:58:09 pm »

Hey, is there a way to stretch a single slightly transparent pixel over the entire screen?

EDIT: wow, im stupid, this has already been posted like twice in this thread
« Last Edit: June 08, 2012, 12:25:43 am by uberdeath » Logged

Quote from:  SCBG
how about a minigame that takes place in uberdeaths ass where you have to collect droplets of leftover horse semen before he gets AIDS
RebelINS
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« Reply #1354 on: June 06, 2012, 10:23:13 pm »

use draw_rectangle. there's a similar code in the menu overlay that darkens the screen.
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uberdeath
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amor fati


« Reply #1355 on: June 23, 2012, 09:46:15 pm »

hey, I could really use some programming help for this one problem.

Essentially, I have a piece of code under the step action of an object (object x) that calculates fall damage and subtracts the fall damage from the object's health.

When object x loses health, I want a new object (object y) to be created for a few steps and then be destroyed, while the health stays the same. It's essentially a damage indicator.

I have no clue how to do this!! The way I have it is, the step event of object x creates object y for every single step while object x's health is under 100. I only want object y to appear for a few steps, disappear, and then return the next time object x takes damage.

Can someone please help me out here??
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Quote from:  SCBG
how about a minigame that takes place in uberdeaths ass where you have to collect droplets of leftover horse semen before he gets AIDS
RebelINS
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« Reply #1356 on: June 23, 2012, 09:54:52 pm »

Can you post the step event code using the [co de] tags?
« Last Edit: June 23, 2012, 09:55:04 pm by RebelINS » Logged

uberdeath
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amor fati


« Reply #1357 on: June 23, 2012, 10:47:21 pm »

Code:
health-=FallDamage;

if health < 100 {instance_create(x,y,objecty)}

basically, I want to have the instance objecty created only right after fall damage occurs and then for it to disappear until fall damage occurs again.

as it is now (obviously) the instance objecty is created during every step where health is less than 100.
« Last Edit: June 23, 2012, 10:53:02 pm by uberdeath » Logged

Quote from:  SCBG
how about a minigame that takes place in uberdeaths ass where you have to collect droplets of leftover horse semen before he gets AIDS
[nigs[ trog
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« Reply #1358 on: June 23, 2012, 11:40:20 pm »

use an alarm?
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uberdeath
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amor fati


« Reply #1359 on: June 23, 2012, 11:48:09 pm »

yeah i could set an alarm but the only problem is i dont know under which event to set it

if i set an alarm when health is lower than 100 then the alarm is set over and over and over for each step
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Quote from:  SCBG
how about a minigame that takes place in uberdeaths ass where you have to collect droplets of leftover horse semen before he gets AIDS
RebelINS
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« Reply #1360 on: June 24, 2012, 12:05:56 am »

I think a better way would be to not delete the object after each pass.

Instead, when you take fall damage, you set a fall damage variable for objecty and also an alarm. After the alarm passes, you can set visible to false.
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uberdeath
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amor fati


« Reply #1361 on: June 24, 2012, 07:10:10 pm »

The problem is that objectx's fall damage is calculated in it's step event. For every step that vspeed is over, say, 9, falldamage increases. When there isn't a position free immediately below objectx, falldamage is stored as "playerfalldamage" and then set back to 0.

so if i set a fall damage variable it would have to be in the step event, like this:

Code:
if playerfalldamage > 0 {falldamagevariableforobjecty = true}

And then object y would have something like this in it's step event:
Code:
if falldamageforobjecty = true
{
image_alpha=1
alarm[0]=10
}

The problem is that then, for every step that playerfalldamage is greater than 0, the image alpha is 1 and the alarm is set to 10. So after objectx takes a bit of fall damage, objecty is continually visible and will never disappear.

how2fix Huh?


NEVERMIND I FIXED IT, YAY ME
« Last Edit: June 24, 2012, 07:30:15 pm by uberdeath » Logged

Quote from:  SCBG
how about a minigame that takes place in uberdeaths ass where you have to collect droplets of leftover horse semen before he gets AIDS
Lilfut
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« Reply #1362 on: August 02, 2012, 09:12:54 pm »

Sonic class.
Faster than Scout, but has lower HP. M1 spindashes/somersaults (if moving when used)/homing attacks or Insta-Shields (if in the air when used), and he can do damage by jumping. Has no projectiles.

I'm pretty much just thinking out loud to be honest.
« Last Edit: August 02, 2012, 09:25:32 pm by Lilfut » Logged
Ignis
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« Reply #1363 on: August 03, 2012, 01:02:36 am »

If you like an idea, code and sprite it.
If you can't, this is not the place for your input.
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Hmm, might try working on my archer to be more than just a pot farmer.

What a coincidence, I was working with Archer to make him more than just a pot farmer.
Lilfut
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« Reply #1364 on: August 03, 2012, 10:32:03 am »

It's a request topic.
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