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Messages - Kemuja

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This may work, I didn't check but may do the thing. There is always the chance of needing some bugfix to make it work:
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for nearest block <id of your main tnt block>
spawn block 5, self
remove block

Note that this miay activate any tnt in the view, just because its the nearest
And also this will only work for one close tnt and not all of the surrounding ones, SO, you may need to do some kind of workaround

This actually worked (Note, that it triggers when in the range of the explosion).

Working with Platform Builder / Confusion with "Change Block" command
« on: July 09, 2021, 06:14:22 PM »
I was trying to make a TNT, that would have "Detonate" as its Destroy animation (and destroyed when anyone bumbs or steps on it). Now I wanted to make a better chain reaction (normally, when this TNT gets destroyed, another would start its "Detonate" animation. I want to make it so, that when this detonates, TNTs next to it would instantly explode).

I was then trying to work with commands to make it trigger a command when near an explosion and would change itself into a "insta-exploding" version of itself (a different block + because there's no way to change block's Destroy animation to something else as far as I saw), but here's a kicker: "Change block" command doesn't allow me to have it change itself into insta-explosive; I can only make it change every TNT on the screen into it.
I was also trying to use "for nearest block", but that went nowhere.
When I tried to do something like this:
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change block ,5nothing happened, but when I did this:
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change block 5it would give a GameMaker error and crash.

How do I make a triggered block change itself into a different block (without it changing every block on the screen)

I've heard few game's OSTs, that has a normal start, but when it reaches end, it would loop at a specific point of the music (or like a "Loop point")

Does Platform Builder have this mechanic?
And if not, this would be nice to have, even if most may not utilize it due to the difficulty.

how you've been?
'Continue Previous' will work. Platform Builder remembers music from previous areas after a checkpoint.

Well, yeah it does, but when I use "Continue Previous", die and go back to the level (from the overworld, which also has custom music), it's quiet. By the way, when I die in this state and I return to my checkpoint, the overworld music starts playing in the level, and when I die then, it's quiet.

Long time no seen.

Whenever I use the same custom music in two different areas (let's call them Area A and Area B) and then transition from Area A to Area B (during "Test Run Game" as an example), the music resets. I could use "Continue Previous", but what if area B has a checkpoint (then the area has no music)?

Report a Bug or Glitch / Unable to use custom music in overworld.
« on: November 17, 2020, 12:11:41 PM »
Simply put:
Music files are .ogg, each are 44100 Hz and they cannot be used in the overworld. They do work in levels (including Game Screens).

I don't know, is this my problem only or are others experiencing it?
Note: Both version 8.2.2 and the recent beta version seems to share this problem and I have re-installed (uninstalled and installed) the game. Owning Steam's Pro version

General Discussion / Gimme your spiciest Platform Builder Life Hacks!
« on: June 22, 2020, 08:19:37 PM »
In other words; What is your useful Tip, Trick, Hint or in general, a good advice, when building a platformer using this engine (or game) that hasn't been known by many builders? It can be either building life hacks or gameplay life hacks.

Report a Bug or Glitch / Re: Spawn ID set to 1, no matter what
« on: June 22, 2020, 06:40:42 PM »
I tried it myself and I didn't had that problem, maybe it's a problem related to your game or your PB version. Did you tried reinstalling PB, or replicating this in another game?

I reinstalled it, same issue. Tried to make a different game, same issue. This issue seems to also apply to the Example Game, but there, if it was originally a different number, it stays as that number.

Report a Bug or Glitch / Re: Spawn ID set to 1, no matter what
« on: June 22, 2020, 05:17:07 PM »
Yeah. That has always been the case, and it was intentional. It saves time. Since usually you use 1.

But the problem lies on the fact, that even if I set it to Something, like "2", it sets it to "1". I press enter, I click "Okay" or do anything with it, it always sets itself to 1, making different warp locations (for me) basically impossible

Report a Bug or Glitch / Spawn ID set to 1, no matter what
« on: June 22, 2020, 04:31:46 PM »
When object asks for a Spawn ID (Pipe In/Out Warps, Doors, Entering Levels), it'll ALWAYS set it to "1", no matter, what number I set it to.

Note: This seems to not happen with "Character - Player 1/2."

Edits for extra note:
- Owning a Pro version through Steam and I did verify file integrity (just in case).

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