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Topics - Antikore

Pages: 1 ... 3 4 5 6 7 [8] 9 10 11 12 13 ... 26
106
Tutorials / Super Easy Running System
« on: February 18, 2020, 09:26:32 AM »
Looping command prompt for player:
Code: [Select]
if key = pick
{
speed = 64
}
else
{
speed = 40
}

Combined with good physics will be cool. You can change the speed to anything you want, also the key you want to use for running.

107
Suggestions / lightning command
« on: February 17, 2020, 09:03:46 AM »
When using it, you can execute a lightning just like if you're on a thunderstorm. If there could be any argumetns for it, the command should also be able to set them.

108
Completed Sandbox Levels / Drought Depression
« on: February 17, 2020, 07:23:41 AM »
Drought Depression is an small level I made to test stuff.
The level consists on slimes, cannons and explosive barrels.
I think the level is fun so if you want to try it out, check it on explore section.

Idk, maybe it would be upgradeable to a full game ;)

109
Suggestions / Medley of Suggestions X
« on: February 14, 2020, 05:05:43 PM »
Here is the 10th medley of suggestions I do. Hopefully TingThing does some of these for 8.0
Let's begin:

Depth, alpha, visible option for objects: Depth will stand for which thing will be later drawn or sooner. Items with less depth will be above ones with more. Alpha will stand for the opacity of the object. Visible will be a checkbox that would make visible or invisible the object directly, a command for this would be cool too.

Random teleport commands: These would be
Code: [Select]
Random teleport = [object and id]
Random smart teleport = [object and id]
They teleport that object to a random position on the screen, smart version will attempt to teleport it to an air place, avoiding teleporting it inside blocks

distance to x, y: Just a bracketing that returns a number that represents the distance from the executor to x and y.

Executor, executor coordinates, reset executor command: The executor is the object that is executing the commands in a command prompt. Some commands use this such as effect command, that plays the effect over the executor. This command should simulate the executor as another object, coordinates will set the coordinates of the executor simulation. So you can use effect = 26, to play that effect over any coordinates without an object. Reset executor will set the executor back to the one should be.

Tags for items and blocks: Allow to classify objects into tags, which then can be detected. Like, tags for specific items to be weapon items. Then a command can detect if the item has a tag or something like that.

Hopefully you liked this suggestions. Bye!

110
Suggestions / More options for "for"
« on: February 14, 2020, 03:47:56 PM »
For furthest - Checks for the furthest object
For random - Checks for a random object
For latest - Checks for the latest spawned object.

For spawn - The same as other commands to check for items, enemies etc, but for spawns.

For this - Returns the for to the thing that's calling the command.

If I have any new idea, I will put here

111
Suggestions / For closest spawn
« on: February 14, 2020, 03:45:47 PM »
Code: [Select]
For closest spawn [spawn id]
If using a spawn command, to select the closest to the executor.
You can also select spawn id.
Code: [Select]
for closest spawn crate
spawn enemy 1,

112
Suggestions / If game exists conditional for 8.0
« on: February 11, 2020, 06:24:06 PM »
Just in case TingThing didn't though of this. A conditional to detect if a game file exists actually with a number
Code: [Select]
if game exists = 1
{
load game = 1
}

113
Suggestions / Stupid suggestion but I would use it for sure
« on: February 11, 2020, 01:06:07 PM »
Maybe it's an stupid suggestion but will be cool that projectiles can have an option to ignore platforms when colliding. This means, the projectile will not collide with the top of a one-side platform.

114
Tutorials / Tips & Tricks for Optimization
« on: February 10, 2020, 12:25:30 PM »
Platform Builder it's quite laggy right now. It has been laggier, but even with the fixes TingThing made, still we need from our own code to be most optimized as we can.

Here are some tips & tricks:

1.- Avoid looping increases performance:
Looping decreases performance a lot, for example, when using custom huds, performance decreases a lot if we update the hud constantly. To fix this, instead, update the hud parts when something has changed it. If you collect a coin, you update the coin counter in the hud, but not constantly. I checked this and it's impressively helpful. If you use looping only when it's necessary, performace will be very better.

2.- Avoid cluttering a lot of tiles in the screen:
Tiles seems to break performance, when you use a lot of tiles and you can see 'em all within the screen.

3.- Minimize code as you can
Less lines of code easier for PB to execute them.

115
Suggestions / Two suggestions
« on: February 06, 2020, 02:15:15 PM »
Enemy option "Don't shoot automatically": When activated the enemy will never shoot directly and should do only with commands. This can be done by disabling the enemy fire when created, but there is no create event and if you have large levels you will need looping conditionals which isn't good.

Object CP "Create": Executed on the first frame the game runs for an object.

116
Suggestions / When setting variables, detect false and true as 0 and 1
« on: January 29, 2020, 12:51:14 PM »
Will be cool to make boolean variables. All are numerical so will be awesome to be allowed to set them to true and false by changing it to number

117
Suggestions / On start command prompt for anything
« on: January 20, 2020, 11:12:18 AM »
Like the create event from gamemaker studio but in PB. Good for some stuff

118
Suggestions / Check if player its on air
« on: January 13, 2020, 08:13:30 AM »
Title explains by itself.

119
Suggestions / if player conditional
« on: January 13, 2020, 08:13:05 AM »
Checks only for a player if the player is 1 or 2

120
The title explains by itself.

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