Topic:   Scripting Command Help   (Read 27636 times)


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Tireas Dragon


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Re: Scripting Command Help
« Reply #15 on: May 30, 2008, 01:00:34 PM »
link removed
There is that better?
« Last Edit: May 30, 2008, 03:19:41 PM by Tireas_Dragon »
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Gan


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Re: Scripting Command Help
« Reply #16 on: May 30, 2008, 01:10:42 PM »
Ah wow. Its way smoother now, Thanks ;)

Think it's ready to be posted up just like the Sc version of it was?

-Gandolf

Tireas Dragon


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Re: Scripting Command Help
« Reply #17 on: May 30, 2008, 02:11:34 PM »
Have you tried using a bigger sprite? It doesn't seem to run so well like that.
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Re: Scripting Command Help
« Reply #18 on: May 30, 2008, 02:26:35 PM »
I'm trying it right now.

Though, if we can't get it any better or faster, I guess we would just have to post it like this.

-Gandolf

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Re: Scripting Command Help
« Reply #19 on: May 30, 2008, 02:29:36 PM »
Hey check this out maybe glitchy but INFINITE SPACE

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Pretty cool huh?

« Last Edit: May 30, 2008, 03:19:29 PM by Tireas_Dragon »
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Re: Scripting Command Help
« Reply #20 on: May 30, 2008, 02:35:33 PM »
Just noticed your post above. ^
Here is the larger background sprite:

http://www.mediafire.com/imageview.php?quickkey=tzn9gannwun&thumb=4


And change the code to this:

Code: [Select]
IF set = 0 THEN
 Â LET set = 1
 Â LET movex = -300
 Â LET money = -300
 Â SPRITE 1 -300 -300 $star$$
 Â SPRITE 3 285 130 $ship$$
ON KEYDOWN
IF keydown$ = "UPARROW" THEN
 Â SPRITE 3 285 130 $shipup$$
 Â IF moveyspeed < 60 THEN LET moveyspeed = moveyspeed + 3
END IF
IF keydown$ = "DOWNARROW" THEN
 Â SPRITE 3 285 130 $shipdown$$
 Â IF moveyspeed > -60 THEN LET moveyspeed = moveyspeed - 3
END IF
IF keydown$ = "LEFTARROW" THEN
 Â SPRITE 3 285 130 $shipleft$$
 Â IF movexspeed > -60 THEN LET movexspeed = movexspeed + 3
END IF
IF keydown$ = "RIGHTARROW" THEN
 Â SPRITE 3 285 130 $shipright$$
 Â IF movexspeed < 60 THEN LET movexspeed = movexspeed - 3
END IF
IF go = 0 THEN
ON TIMER 2
 Â LET movex = movex + movexspeed
 Â LET movey = moveY + moveyspeed
 Â go = 0
 Â SPRITEPATH 1 movex movey 2
 Â IF movex < -320 THEN
 Â   movex = movex + 300
 Â   reset = 1
 Â END IF
 Â IF movey < -320 THEN
 Â   movey = movey + 300
 Â   reset = 1
 Â END IF
 Â IF movex > -20 THEN
 Â   movex = movex - 300
 Â   reset = 1
 Â END IF
 Â IF movey > -20 THEN
 Â   movey = movey - 300
 Â   reset = 1
 Â END IF
 Â IF reset = 1 THEN
 Â   reset = 0
 Â   SPRITE 1 movex movey
 Â END IF
END TIMER
 go = 1
END IF

This just made the Player's Ship move 3 Times faster and it will now be able to travel at 3 times more speed. I would stick this code in myself, but I can't edit it...  so...  Could you send me the file with this new code in it?

Also, what does this do:   SPRITEPATH 1 movex movey 3 ?


-Gandolf

Edit: Ah just saw your Infinite Sprite Post. That is Brilliant. So if you go past a certain point, it re-makes the background where you are? I think I might just put that in my Space Game.
« Last Edit: May 30, 2008, 02:44:22 PM by Gandolf »

Tireas Dragon


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Re: Scripting Command Help
« Reply #21 on: May 30, 2008, 03:18:50 PM »
The SPRITEPATH was supposed to make it less glitchy.
Maybe the maximum movement should be decided by what ship you got and your  acceleration by that to heres the link to a less glitchy version.

http://www.mediafire.com/?emyyvu0tt1y

P.S. I think silver creator handles bigger sprites better than gm does.
« Last Edit: May 30, 2008, 03:20:28 PM by Tireas_Dragon »
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Re: Scripting Command Help
« Reply #22 on: May 30, 2008, 03:40:56 PM »
Yeah, I think SilverCreator was made with sprites in mind, and GameMaker was made with just sprites as addons or accessories. I can't wait till 4.0 comes out, hopefully Al has made it way faster and sleeker.

-Gandolf

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Re: Scripting Command Help
« Reply #23 on: May 30, 2008, 04:49:01 PM »
Well I fixed the movement glitch. You can now stop no matter how fast you are moving  http://www.mediafire.com/?ymetu2zby4e  It seems to run a bit smoother as long as you don't go too fast.
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Re: Scripting Command Help
« Reply #24 on: May 30, 2008, 06:14:58 PM »
Great Job TD  ;)

I think we mostly have the Space Example all set....   And the Nav Engine can now be implemented in Gm Games.

Now...  Do we want to see if we can convert the RPG/Roaming Engine that goes along with the Space Engine? It is only a little bit more complicated.

-Gandolf

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Re: Scripting Command Help
« Reply #25 on: May 30, 2008, 06:26:29 PM »
Quote
Great Job TD  ;)
Now...  Do we want to see if we can convert the RPG/Roaming Engine that goes along with the Space Engine? It is only a little bit more complicated.
The RPG/Roaming Engine? are you talking about planets and stuff?

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Re: Scripting Command Help
« Reply #26 on: May 30, 2008, 09:29:57 PM »
Ah, no. It is a Adventure like game where you have a little Elf sprite and you walk around on the grass, instead of being a spaceship flying in space. It widens the horizon of creativity of this engine. You can make a whole bunch of neat things, you just have to be creative.

Here is the link to the Sc Version: http://www.mediafire.com/?l1av1ge5eax

In that file there is the Space Sc Version, and the RPG/Roaming Version.
Look at the Roaming Version.

With this engine I want to make a 2D Side-scroller, and a smooth, fast, Physics Engine. Maybe where you can pick up an object with your mouse and throw it. Also a Arcade game. So many things you can do with it.

-Gandolf

P.S. Maybe we can experiment a little with how things convert from Sc to Gm and vice versa. You want to try to convert your Labyrinth game to Sc?
« Last Edit: May 30, 2008, 09:32:37 PM by Gandolf »

Tireas Dragon


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Re: Scripting Command Help
« Reply #27 on: May 30, 2008, 11:59:00 PM »
Well SC would definitely work with labyrinth better than GM but first I think Ill try the rpg thing.
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Tireas Dragon


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Re: Scripting Command Help
« Reply #28 on: May 31, 2008, 12:06:46 AM »
Although having a the sprites wouldn't hurt.
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Re: Scripting Command Help
« Reply #29 on: May 31, 2008, 09:42:59 AM »
It runs faster if you turn off the looping script. You already have the code in a timer and keydown, so you don't need to keep running the card script code.