Powered by Invision Power Board

 
    Reply to this topicStart new topicStart Poll

> Having a little bug in my ground pounding
United States
SuperMarioMaster
Posted: Aug 2 2008, 11:37 AM
Quote Post


It's been real
[*]

Group Icon
Group: Members
Posts: 2145
Member No.: 4476
Joined: 22-September 07

Status: (0d) [--]


This is very hard to explain so to see for your self Download the the exe and attempt to ground pound, when you hit the ground keep holding down, you get stuck and have to restart ( R )

I'm using a different object for GPing here's all the code (some D&D), for that object.

Animation end
CODE

image_speed=0
image_index=14
vspeed=10

Collision with obj_ground
CODE

vspeed=0
sprite_index=spr_mariogpland
alarm[0]=3
image_speed=0.5

Alarm 0
CODE

instance_change(obj_mario,1)


Also if you know a better way to do gping please share
Thanks!
EDIT: Spelling

This post has been edited by SuperMarioMaster on Aug 2 2008, 11:38 AM


--------------------
PMEmail Poster
Top
United States
orange452
Posted: Aug 2 2008, 12:32 PM
Quote Post


...and brotha, I hurt people...
[*]

Group Icon
Group: Members
Posts: 519
Member No.: 3337
Joined: 21-February 07

Status: (0d) [--]


when you collide with the ground use something like:


*collisioncode here*
if ground_pound=1
{
alarm[0]=3
ground_pound=0
}





try that...


--------------------
user posted image
************************************************************
PMEmail PosterUsers Website
Top
Unspecified
Miaxis
Posted: Aug 2 2008, 12:46 PM
Quote Post


hagan bromas
[*]

Group Icon
Group: Members
Posts: 1799
Member No.: 2793
Joined: 12-October 06

Status: (0d) [--]


First of all, don´t use multiple objects for each chara or enemy or whatev, there´s a small trick called phase variable + if phase=number condition

like 0 is standing
1 = walking
2 = running
3 = jumping
4 = groundpounding

step event

if phase = 0
//do standing stuff
if phase = 1
//do walking stuff
if phase = 2
//do running stuff
if phase = 3
//do jumping stuff
if phase = 4
//do groundpounding stuff


because the condition is set to only react when phase has a certain value, it only executes those action, you get the idea

This post has been edited by Latia on Aug 2 2008, 12:47 PM


--------------------
user posted image

user posted imageuser posted imageuser posted imageuser posted image
PMEmail PosterUsers WebsiteMSN
Top
United States
SuperMarioMaster
Posted: Aug 2 2008, 01:37 PM
Quote Post


It's been real
[*]

Group Icon
Group: Members
Posts: 2145
Member No.: 4476
Joined: 22-September 07

Status: (0d) [--]


QUOTE (orange452 @ Aug 2 2008, 01:32 PM)
when you collide with the ground use something like:


*collisioncode here*
if ground_pound=1
{
alarm[0]=3
ground_pound=0
}





try that...

How would that help?
Becuse there is no groundpound variable.

@Latia
I really don't want to redo my whole engine just yet :[


--------------------
PMEmail Poster
Top
United States
orange452
Posted: Aug 2 2008, 06:57 PM
Quote Post


...and brotha, I hurt people...
[*]

Group Icon
Group: Members
Posts: 519
Member No.: 3337
Joined: 21-February 07

Status: (0d) [--]


then make a ground pound var... it will help...


--------------------
user posted image
************************************************************
PMEmail PosterUsers Website
Top
United States
Mike Shinoda
Posted: Aug 3 2008, 01:04 AM
Quote Post


Aka Artic
[*][*]

Group Icon
Group: Members
Posts: 802
Member No.: 3598
Joined: 12-April 07

Status: (0d) [--]


Is the ground object a solid?
Even if its not, I suggest doing something like
{
Vspeed = 0
Gravity = 0
y = other.y (is the y-axis of the sprite is at the top then replace "other.y" with "other.y-(whatever the y length of the sprite is)
}


--------------------
rain.

AKA Artic

I'm gonna miss you ol' pal. See you guys in the 3.0.
PMEmail PosterUsers WebsiteIntegrity Messenger IMAOLYahooMSN
Top
Finland
LocoRoo
Posted: Aug 4 2008, 01:56 AM
Quote Post


Persusarvot ovat se tärkein asia.
[*]

Group Icon
Group: Members
Posts: 2663
Member No.: 4867
Joined: 26-December 07

Status: (0d) [--]


Sorry for off-topic.

When I read the thread name, I thought there was a bug on the ground near you pounding something ;P


--------------------
QUOTE (OH MY GOD THE MAINSITE AAARGH)
your wasting the sexual thrill of the muffins and ham sandwhiches
PMEmail PosterMSN
Top
Canada
Mewizkuit
Posted: Aug 4 2008, 02:12 AM
Quote Post


CHARMANDER
[*][*][*][*]

Group Icon
Group: Members
Posts: 4397
Member No.: 2508
Joined: 16-August 06

Status: (0d) [--]


QUOTE (LocoRoo @ Aug 3 2008, 11:56 PM)
Sorry for off-topic.

When I read the thread name, I thought there was a bug on the ground near you pounding something ;P

I actually laughed a little.


--------------------
QUOTE
whenever i feel like clicking "reply"
i stop and think to myself, "why"
will it be a post to be remembered by?
or will i scare off a n00b and tell him to die?
PMEmail PosterMSN
Top
United States
SuperMarioMaster
Posted: Aug 4 2008, 12:30 PM
Quote Post


It's been real
[*]

Group Icon
Group: Members
Posts: 2145
Member No.: 4476
Joined: 22-September 07

Status: (0d) [--]


QUOTE (Titan dweevil @ Aug 3 2008, 02:04 AM)
Is the ground object a solid?
Even if its not, I suggest doing something like
{
Vspeed = 0
Gravity = 0
y = other.y (is the y-axis of the sprite is at the top then replace "other.y" with "other.y-(whatever the y length of the sprite is)
}

Hmm this sounds logical, so I'll try it


--------------------
PMEmail Poster
Top
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

  Topic Options Topic Options Reply to this topicStart new topicStart Poll

 




[ Script Execution time: 0.0501 ]   [ 13 queries used ]   [ GZIP Enabled ]   [ Server Load: 0.17 ]