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> Koopa Shell Kicking in GM7 (SOLVED)
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Zero Kirby
Posted: Oct 5 2007, 09:19 PM
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I need a code for Koopa Shell kicking in GM7 right now.

Also... I need some SPP Koopa sprites. The ones I have aren't animating completely and Rage's rips are seperated so I have to piece them together, something I'm too lazy to do. If someone could post a full spritesheet of that I'd be thanking them.

Problem solved, thanks everyone.

This post has been edited by Zero Kirby on Oct 6 2007, 01:33 PM


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Elyk
Posted: Oct 5 2007, 10:22 PM
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I make it so if the speed=0, and Mario kicks/jumps on the shell hspeed=other.hspeed

Then if to stop it, I make it do the same thing as if Mario jusmped on a goomba, except make other[shell].speed=0 rather than destroying it

This post has been edited by Elyk19 on Oct 5 2007, 10:23 PM


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Littlink
Posted: Oct 5 2007, 10:25 PM
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Well think how they work.

(1.) When not moving, they can be kicked from any angle *by mario*
(2.) When in motion, Mario will take damage IF he isn't above the shell.

So with this knowledge, you can easily figure out what needs to be done:
  • Make it so a koopa jumps in his shell when hit
  • Check where Mario is when he kicks the shell
  • Create a variable to determine when the shell is moving or still
  • Use this variable to determine when Mario takes damage

*In before olol no code :<*
This is the path to LEARNING how to make it yourself, which is 10x better than 'lol copypasta'


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Zero Kirby
Posted: Oct 6 2007, 01:02 PM
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QUOTE (Littlink @ Oct 5 2007, 08:25 PM)
Well think how they work.

(1.) When not moving, they can be kicked from any angle *by mario*
(2.) When in motion, Mario will take damage IF he isn't above the shell.

So with this knowledge, you can easily figure out what needs to be done:
  • Make it so a koopa jumps in his shell when hit
  • Check where Mario is when he kicks the shell
  • Create a variable to determine when the shell is moving or still
  • Use this variable to determine when Mario takes damage
*In before olol no code :<*
This is the path to LEARNING how to make it yourself, which is 10x better than 'lol copypasta'

I know what this means, but when I'm trying to implement it, it isn't working.

The koopa shell doesn't stop spinning when I jump on it and it stops (it's supposed to), and then I take damage jumping on top of it. Any ideas as to what's going on?


--------------------
Falcon Punch is the result of the Sun heating fists. It drives the Blue Falcon. Heating causes destruction of water into the pain, where it then hurts, creating rain. Rain creates flowing water in tears, which can then be converted into other forms through more pain.

My Ref - Full Body Ref (minus the badass hat)

Visit Just Another Just Another Day - The Webcomic!

Super Mario Zero: Game Status (RAZZ Y U STEALING MAH FORMAT BRO)
Mario Object: Pretty much finished!
Enemy Objects: [||||||||--] Just gonna add Spinies, Bullet Bills and Cheep Cheeps!
Boss Fights: None in progress.
General Engine: [|||||||||-] Ranking System Complete! Gonna add pipes!
Levels Complete: [|---------] Haven't even finished the tutorial!
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exenefevex
Posted: Oct 6 2007, 01:17 PM
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You need to set a "friend" timer or whatever, so that Mario doesn't take damage for a moment after kicking the shell. Otherwise he'll get hit on the frame after he kicks the shell (unless you have him bounce off the shell, which he's not supposed to do unless the shell is already moving).

I'd personally use a completely different object for the "inert shell" and the "moving shell", and switch between them when Mario touches/stomps the shell. That way the shell is guaranteed to animate correctly. But I have absolutely no GM7 experience, so I couldn't tell you how to code that...

Finally, this is slightly off-topic, but does anyone here know how to implement the "infinite 1-up trick" on a staircase? I'm having trouble with that...
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Zero Kirby
Posted: Oct 6 2007, 01:32 PM
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Well, GM7 is the same as GM6, mostly, except with a few more options... but I had just figured it out before you had posted. Thanks for helping out, anyway.

I'm not sure how you would do that. How does it work in the original SMB? Then just create events to duplicate it.


--------------------
Falcon Punch is the result of the Sun heating fists. It drives the Blue Falcon. Heating causes destruction of water into the pain, where it then hurts, creating rain. Rain creates flowing water in tears, which can then be converted into other forms through more pain.

My Ref - Full Body Ref (minus the badass hat)

Visit Just Another Just Another Day - The Webcomic!

Super Mario Zero: Game Status (RAZZ Y U STEALING MAH FORMAT BRO)
Mario Object: Pretty much finished!
Enemy Objects: [||||||||--] Just gonna add Spinies, Bullet Bills and Cheep Cheeps!
Boss Fights: None in progress.
General Engine: [|||||||||-] Ranking System Complete! Gonna add pipes!
Levels Complete: [|---------] Haven't even finished the tutorial!
PMUsers WebsiteAOLMSN
Top
United States
Littlink
Posted: Oct 6 2007, 01:38 PM
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QUOTE (Zero Kirby @ Oct 6 2007, 01:32 PM)
Well, GM7 is the same as GM6, mostly, except with a few more options... but I had just figured it out before you had posted. Thanks for helping out, anyway.

I'm not sure how you would do that. How does it work in the original SMB? Then just create events to duplicate it.

Well, we know that Mario doesn't get hurt right after kicking the shell. So why not create a timer for the shell? Eg create a variable in the creation event that is checked whenever colliding with Mario:

if able=1 then {hurt mario} else {exit}

Simply checks to make sure it can hurt Mario. Then add a timer right after Mario kicks the shell just to make sure he doesn't die when kicking it.



About the animation, why not check if the shell is moving or not?

if hspeed!=0 then {image_speed=.5} else {image_speed=0}


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