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> Super mario: fierce blow, a mario fighting adventure
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RandemnoTE
Posted: Oct 12 2009, 08:39 PM
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the 8-bit warlord


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QUOTE (Datt @ Oct 12 2009, 06:59 PM)
Don't you think you should start with something simpler? I mean, a fighting game can be pretty complex. I should know, I'm actually struggling working on now. Since I started out with simple games first, I'm having hardly any problems with the programming, but if I was new to GM then I don't know what I would do.

Even if you get a expert programming to code the characters for you, you won't be learning anything about Game Maker because chances are the expert will be using advance things that you wouldn't know because you didn't work from the bottom up.

Anyways expert programmers that are willing to help are hard to come by, especially since you don't have a decent engine test.

Of course, if this expert is willing to teach you instead of doing the work then that would be better.

The expert is a PARENT. and.... so far it isn't helping much at all. right now I'm learning what makes the box guy move properly by reading it's code... and i'm wondering how i can make it more animated when it moves. because mario sliding isn't very good motion. i justy don't know where in the GML help section to start for making basic motor skills in a character. so bassicly: Screw the fighting thing for now! i'm just trying to figure out basic motions.


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Fez
Posted: Oct 12 2009, 09:43 PM
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Don't cry
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QUOTE (RandemnoTE @ Oct 12 2009, 08:39 PM)
i'm wondering how i can make it more animated when it moves. because mario sliding isn't very good motion. i justy don't know where in the GML help section to start for making basic motor skills in a character.

sprite_index=[sprite]
image_speed=[speed]


You'll also want to know

image_xscale

it lets you not need both a walking left and right sprite for each character. if image_xscale=1 then the sprite is normal. if it equals 2, then it will be twice as long as before. To flip it horizontally, use image_xscale=-1.

same goes for image_yscale, but that flips it vertically.


and I'll need to center your sprites for that to work


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RandemnoTE
Posted: Oct 12 2009, 09:56 PM
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the 8-bit warlord


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D'waa? fez, do you mean you want me to send you the Sprites once they're assembled?


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Fez
Posted: Oct 12 2009, 10:31 PM
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what? I just gave you code, but I'll give you a rundown of how to use the first two (and more important) functions.

So we start by creating a new sprite. in this sprite, we put mario. in the same sprite, we're going to put multiple frames of animation. do this by double clicking on the sprite, edit sprite, then paste all your animations there. next, hit show preview. it'll start at a speed of 30, but that's too fast for most animations. lower the speed until you find one that looks like a natural walking speed.

now in your object, find where it previously said sprite_index=[sprite] and change it to sprite_index=spr_mariowalk (for example, you have to change this depending on what you name the sprite) then hit enter and type image_speed=

how you find the number for the image speed is by dividing the speed at which the walking looked good at by 30 (or whatever your room speed is) So for example, say when you played the sprite at speed 15 it looked good, then do 15/30=0.5

so in the end it would look like

CODE
sprite_index=spr_mariowalk (the name of the sprite)
image_speed=0.5 (or whatever number you found worked)



I hope that helps. I'll explain image_xscale to you when you have this down.


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RandemnoTE
  Posted: Oct 12 2009, 10:53 PM
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i already knew how to assemble sprites, just so you know.... meanwhile... If anyone knows what music they would like my game to have, just say it. I'll see what i think of them.


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Soiyeruda
Posted: Oct 13 2009, 06:01 AM
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Because retarded looking women is fun. :S
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QUOTE (Fez @ Oct 13 2009, 12:31 PM)
how you find the number for the image speed is by dividing the speed at which the walking looked good at by 30 (or whatever your room speed is) So for example, say when you played the sprite at speed 15 it looked good, then do 15/30=0.5

Additionally, you can also leave it as the division, if you don't really feel like rounding or doing math.

Eg:

If it's something like 11/30 (which has a repeating decimal), then:

CODE

sprite_index=spr_mariowalk (the name of the sprite)
image_speed=(11/30) (the ()s aren't necessary, but it can be a good habit to get into.)


This post has been edited by Soiyeruda on Oct 13 2009, 06:02 AM
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RandemnoTE
Posted: Oct 13 2009, 09:53 PM
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the 8-bit warlord


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Good news, everyone! i've started working on Mario! i'll spice up the title when i fell less dizzy, and shall not show you the file yet.... but mario's got an idle animation.


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