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Author Topic: Project Duel-ity: Sub-Terra v.01 and Fragments v.05  (Read 2366 times)
♫Sani Sani Disco♫
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yo let's suck face and listen to rap music


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« Reply #15 on: December 20, 2011, 05:18:22 pm »

ERROR in
action number 1
of End Step Event
for object CharacterO:

Error in code at line 1:
   return CharacterDead
         ^
at position 8: Unknown variable CharacterDead
//===================================
//===================================

And either work on the enemy behavior or lengthen mercy invincibility a bit, the way they swarm you like that kinda eats away at your health a little too fast. Notably, they shouldn't cling to you when they attack. I assume that's what they were doing, anyway.
« Last Edit: December 20, 2011, 05:20:26 pm by ♫Sani♫ » Logged

Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  Nah
Oh, well, you might as well pack up and stop now, because he doesn't like it
Asdf64: "ultros turned me on" - sani 2013
Dusty
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« Reply #16 on: December 20, 2011, 05:35:07 pm »

Sani, read the bug list, I knew about that bug when dying. The enemies shouldn't cling, I'll make them bounce back when they hit you, and increase your invuln a little.
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♫Sani Sani Disco♫
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yo let's suck face and listen to rap music


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« Reply #17 on: December 20, 2011, 05:36:34 pm »

I don't read. You know this.
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Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  Nah
Oh, well, you might as well pack up and stop now, because he doesn't like it
Asdf64: "ultros turned me on" - sani 2013
Dusty
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« Reply #18 on: December 20, 2011, 09:41:06 pm »


What secrets does this strange gate hold?
« Last Edit: December 23, 2011, 03:03:10 pm by BluDragon » Logged

Nukleus
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« Reply #19 on: December 20, 2011, 09:46:48 pm »

Dem trees
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Dusty
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« Reply #20 on: December 20, 2011, 10:00:31 pm »

I fixed the trees to use less color per tile
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♫Sani Sani Disco♫
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yo let's suck face and listen to rap music


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« Reply #21 on: December 20, 2011, 10:09:42 pm »

The stone texture should blend since it's natural stone, and therefore one mass in general.
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Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  Nah
Oh, well, you might as well pack up and stop now, because he doesn't like it
Asdf64: "ultros turned me on" - sani 2013
Dusty
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« Reply #22 on: December 20, 2011, 10:12:53 pm »

'k, done.
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MTK5012
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« Reply #23 on: December 21, 2011, 03:09:10 am »

what terrain generation code did you use?
you invented it or you use Notch's one?
can you PM me it?
(mine is not as beautiful as this)
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Dusty
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« Reply #24 on: December 21, 2011, 03:19:48 am »

Mine's just random sized circles placed around the map. Some have randomized edges by tweaking the radius it checks against (i^2+ii^2<=(radius+random())^2).
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Pyrodeus
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« Reply #25 on: December 23, 2011, 05:15:34 am »

Posting to follow these, looks good.
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MTK5012
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« Reply #26 on: December 23, 2011, 09:01:03 am »

you better finish this c1
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Dusty
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« Reply #27 on: December 23, 2011, 03:04:18 pm »


This place is very boring right now.

Oh and for those of you who are looking for Sub-Terra updates, I'm working on a map editor so my mapper can work on maps while I code other stuff.
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MTK5012
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« Reply #28 on: December 24, 2011, 10:20:59 am »

obj MapEntity
if press play
instance_change(MapEntity,...)
like that?
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Dusty
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« Reply #29 on: December 24, 2011, 02:27:07 pm »

Uh... no. Levels are likely going to be stored outside the exe.
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