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Messages - Gizgord

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46
General Discussion / Re: Question About Course Exits
« on: September 18, 2022, 02:32:56 PM »
I was wondering tonight though, is there any way to remove things that have been added to the item box? I made the mistake of adding custom enemies, then deleting them, and I have two "error" icons stuck in the icon box now...
yep, select the icon while item box is open and press the Delete key.
if your item box layout is messed up, restoring to default is easy. there are four small icons on the side. click on the fourth one, then Factory Default

47
General Discussion / Re: Question About Course Exits
« on: September 18, 2022, 01:08:50 PM »
Well, I realized it's not too much of a problem. It only happens in the area I switch the sprite, but after switching areas it works fine. So, I'll just make sure the player has no ranged item when the upgrade happens. Is there a command that can take away the player's picked up item? (reducing ammo to 0 isn't enough, the sprite would switch when doing the click effect).
try: take player item [ID]

48
General Discussion / Re: Question About Course Exits
« on: September 17, 2022, 10:39:39 PM »
I have the character upgrade, and switch sprites to an entirely new sheet, but then when I use a ranged pick up item, she switches back to the previous sprite sheet for ranged attacks, then back. I have no commands running that I can locate, I've erased it all since I won't be using it for now. If I start the character off with the new sprite, it uses the proper ranged sprites from that sheet, but if I use a command to change from the old sprite, the three ranged attack sprites are the only ones that don't change. I've tried reuploading the sprites, renaming files, importing ranged sprites separately - none of it works. Even on a custom projectile page the sprite changed, but if I go to the character design with the second sprite, then back to projectiles, it does use the proper one.

Now, on the old sprite sheet the ranged attacks are the only ones I've edited (to remove the gun), so I wondered if that could be the cause? Though, I changed her eyes in the walking sprite as a test, and it didn't switch that sprite back when walking with the new one. I have no idea what's doing this, can't find a cause...
I think we're at a dead end here, this sounds like a bug.
still, I have two suggestions that might work out.

that character upgrade is a custom item, right? if it is using just commands, type both:
character design=[ID]
ranged design=[ID]
then, it might budge.

another thing you could do is to walk around commands this time. custom items have a ton of options, including changing character designs. they predate commands, so sometimes they seem to be more reliable.
now it's coming back to me. a long time ago when I was making my own design swapping system, I had a lot of trouble with commands (basically, designs would revert after changing areas).
I made a custom item, then checked the "Change Character Design" setting. from then on I referred to the item
give player item = [ID]

49
General Discussion / Re: Question About Course Exits
« on: September 17, 2022, 02:48:28 PM »
However, I erased the gun in her sprite already, since I'll be doing those throwing items. So when/if I add the gun, I'll also need to switch her sprite to have a gun, and then back to the usual sprite when the key is released - because you could have regular ammo and a special weapon; I don't want her pointing the gun to throw a grenade, for example. Just not sure how smooth that'll go.
how do you plan on changing the character's sprites? I imagine you'd have multiple character designs for different weapons.
so, one design for unarmed. design with a gun. design for whatever else.
character sprite = [ID] would change the entire design
melee sprite = [ID] would change the melee attack
ranged sprite = [ID] would change the ranged attack

additionally, if you ever wanted to add an animation that's outside of the default sprite sheet.. say for a reload, you can use sprites.
char sprite hold = [ID] would hold the last frame until cancelled with a different command (return to previous design, exit, etc.)
char sprite repeat = [ID] would continually loop until cancelled
char sprite revert = [ID] would revert to design after the animation completes playing

it's getting pretty convoluted to keep switching all these designs, but the final outcome would make for awesome mechanics/gameplay

Also tried to set up manually switching from unarmed front to ranged using Up
+ [attack], but it doesn't seem to work so far. Of course, that's assuming the player would want to go unarmed by choice.
I've done something like this before, actually. here's what worked for me:
Code: [Select]
if game var atk=0
game var atk=1
else
game var atk=0

if game var atk=0
{
stand attack style=front
move attack style=front
jump attack style=front
}
if game var atk=1
{
stand attack style=ranged
move attack style=ranged
jump attack style=ranged
}
I used game variables so that settings would remain the same across levels. but you can swap them for course vars if you so choose.
also, "atk" is a generic name I came up with. you can just use whatever you want.

50
General Discussion / Re: Question About Course Exits
« on: September 16, 2022, 08:25:54 PM »
I was thinking of suggesting these be added as features - we already have a "replenish health" box to uncheck, so there could be a "replenish ammo" one two.
that's a good sugestion. you could make a new thread about it  O:-)

I notice if you switch a pick up item to "permanent", it just disappears when you grab it (probably permanently applying its features, but mine were just ranged weapons, and did not function or appear in the HUD. So, maybe this can be changed to stay with the character until they drop it, when set to permanent.
I suppose you could experiment with setting items duration to course, then doing something like: give player1 item [item ID] every time you start a new level. but that would involve variables and conditionals.. it seems messy and I don't think it is worth it

permanent=1/true
max ammo=[value]

for the record, use either 1 or true

To the game's looping commands, would that do the trick?

I already have two commands running in there:

if ammo = 0
{
stand attack style = front
move attack style = front
}
if ammo >= 1
{
stand attack style = ranged
move attack style = ranged
}


This is to switch her back to unarmed attacks once she's out of bullets, and back when she picks up ammo - once I start using the gun. But I guess you can run as many commands as needed in this loop area?
well done with that conditional. you could replace "if ammo >= 1" with "else" if you want it to be tidier
you don't need to make these looping commands. that might actually introduce slowdowns, and there's a way to make it check only when it's necessary.

go to Game Setup>Character Setup>choose the player character>Char Commands.
there are many options to choose from. the best choice for your use-case is probably Key Press Commands>[Attack]. simply paste the longer command in that prompt, and it will run every time the player presses the attack button.

for that shorter command, just insert it into that pick-up items prompt and it should be enough

51
General Discussion / Re: Question About Course Exits
« on: September 16, 2022, 07:08:13 PM »
Good to learn there is at least one thing that actually works in this update
don't worry, that compiling error is patched already. TT dealt with it pretty quickly

52
General Discussion / Re: Question About Course Exits
« on: September 16, 2022, 07:06:21 PM »
While I've got you, I wondered, is there an option to have a pick-up item stay with the player after leaving a level, and/or one to keep the amount of primary ammo? When returning to the map, you lose pick-up items and ammo resets to the number in the character's setup, and I can't find the option to change this. It's preventing me from selling ammo and special weapons in shops, since it all disappears!
well, I'm not sure if you can keep storing a pick-up item across levels (in a way so they're still in inventory and you can put them down). besides that, changing max ammo is pretty simple. make an item run this command:

permanent=1/true (type this if you can't get it working, or just in case)
max ammo=[value]

53
General Discussion / Re: Question About Course Exits
« on: September 16, 2022, 10:11:40 AM »
Well, in most cases one goal would not trigger. In cases where both triggered, the 2nd would either go to the position you entered from instead of the new one, or cause an error. I could try a command block next, but really not sure if I want to use this now or not. I was also going to work around it with those yellow path tiles on the map removing things, but that crashes the game in EXE form, for some reason. I'd like to solve that one too, if I could..
hmm. I'll do my own testing and write a report  :))

Honestly, I haven't used the Cmd invisible boxes yet, and should really start before I get much further. Thanks for mentioning the arrows, I wasn't quite sure what those were all about. Then the up & down arrows for Y axis, blank one for just that tile, and I assume the 3 & 4 arrows are for walking and running through? And what does the white arrow forming a rectangle do?
normal command blocks only activate once, they trigger when you run across them. the rectangular arrow makes it so you can trigger them indefinitely.
three arrowed blocks will run the command in a staggered loop (every six frames) when you're colliding with the block. four arrows will run at a constant loop (every frame).

they can make the engine more complicated, but it's a powerful tool. very, very useful.  8)
here's a tip, by they way: when that block is chosen, open the item box (the window where all items are stored) and activate the assistant (click its icon with a right-click).

Sorry to bombard you with questions, I'm still so new to this. One last thing I've wondered, do the "!" do anything different compared to the "?" ones? I haven't noticed, but haven't really tried much.
please do, I'm happy to help.  O:-)
? and ! blocks are the same thing, they just look different. however, there are two kinds.
the shine from left to right: it will spawn the item on top of the block, ready to be collected
the shine from top to bottom: it will automatically give said item to the player.

54
Works in Progress / Re: Spy Girl Story (Name Pending)
« on: September 15, 2022, 08:53:29 AM »
very nice. your game looks real fun.
I really dig the story and custom design you're coming up with. screenshots don't look half-bad..  :D

55
General Discussion / Re: Question About Course Exits
« on: September 15, 2022, 08:29:29 AM »
hmm. so you're saying the area goals don't trigger? I'll check on that when I can.

try a command block. from "Invisible Blocks", pick the grey one with CDM written on it and arrows pointing to left and right.
that block will trigger the command once you pass its X axis.

56
General Discussion / Re: Question About Course Exits
« on: September 14, 2022, 10:53:17 PM »
for further record, this type of post would fit better in the "Working with Platform Builder" category, but no worries

which command is causing you the trouble? here are two solutions of the top of my head.
you want to access area settings, then change the area goal to "Reach far left" and "Command prompt". in that prompt, write:

1. instant complete/finish course / instant secret exit. this WILL complete the course (obviously), but it should skip the jingle and return player to the overworld. I'd say default to option 2.
2. world = [overworld ID], [player ID]. to make use of multiple player spawns, you will have to turn on Advanced mode if you haven't already.
place player's/players' icon next to the level icons. as for the player ID, it must be different to every other you place in that overworld. make it something you'd remember, you can use letters. say.. "booth", or "booth1", "booth2" if you want multiple.
your overworld ID is probably 1, but if you're not sure, you can check it in any command prompt. click on Managers and navigate to Worlds. choose the correct one and it will paste that number for you.
TIP: check "Show ID's" from title screen options, it's a real time saver ;)


now then, your command should look something like this:
in area settings, Area Goals
Move Far Left
for: Command Prompt

in command prompt:
world = 1, booth


let me know if that worked out for you, and if you have any other questions :))

57
Introductions / Re: Greetings from WidgetKitty
« on: September 14, 2022, 10:29:03 PM »
hello WidgetKitty! we're glad you found us. meeting new users is always exciting  8)

your project is looking pretty good. can't wait to play it. it will take a day/couple of days to complete the manual review.

unfortunately there's not much you can do in bugs/fatal errors you encounter, but to contact the developer (TingThing) and be cooperative (describe the problem, share some files if need be).  O:-)

58
Resources / [TEMPLATE] Letterbox/Cinematic
« on: September 05, 2022, 01:52:53 PM »
This short level comes with a letterbox graphic and runs some basic commands to properly display it. check the attachment  ^-^
NOTE: Might not work with Platform Builder Standard



59
General Discussion / Re: Ultrawide
« on: September 05, 2022, 01:32:12 PM »
you would upload this graphic as a sprite (I made it just now). then in game, set it as a hud sprite with the command ( hud sprite = [ID] ). after that, you need to reposition every other hud graphic, because they stack on top of each other. kind of tedious but what can you do.



you shouldn't be limited to sprite sizes, unless they are very big. can you explain in more detail what sprite is it, and where does it happen? that would help a lot  ;)

EDIT: check out this template 8)
https://theplatformbuilder.com/forums/index.php?topic=2162

60
Working with Platform Builder / Re: physics for objects
« on: September 04, 2022, 07:29:35 PM »
I'm not sure what you mean by physics flipping over. can you show me an example from a different game?
nobody has made such a template public, but it's been done before (by CGM). honestly, it seems like a bunch of work and I don't think it'd be worth it. however, if you're entertained by the idea, I could look into it

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