| |
SMB help., assistance please.
Miles |
|
Y HALO THAR

Group: Members
Posts: 71
Member No.: 1468
Joined: 22-September 05
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
| QUOTE (Guinea @ Sep 30 2005, 12:28 PM) | Koopa Shell Combos? Impossibility to go back?
If that turns out to work glitchless, your game will be fun! |
Easy, besides the brammer hoes, which I might soon try to make.
Can't go back: Do what Draco said for the camera (screen positioing), then add this. So you cannot go back.
If X position of (Mario) < X("LOL TARGET") - [insert half of window size here without brackets] Set X position of Mario to X("Mario") + "Counter - Mario Speed" Set value of "Counter - Mario Speed" to 4 [or whatever you want]
If you use platform movement, use set speed to 4 or whatever instead of speed counter and set direction to 0.
This post has been edited by Miles on Sep 30 2005, 09:12 PM
--------------------
No, I'm not that Tails character. Silly you, jumping to conclusions like that!
|
|
|
Xgoff |
|

<):|
![Super Happy Heart Badge [*]](https://archive.mfgg.net/html/badges/shappyheart.gif) ![Sprite Comp Winner Badge (1) [*]](https://archive.mfgg.net/html/badges/scg1.gif) ![Drawing Comp Winner Badge (1) [*]](https://archive.mfgg.net/html/badges/dcg1.gif) ![Drawing Comp Runner Up Badge (1) [*]](https://archive.mfgg.net/html/badges/dcr1.gif) ![MFGG Awards 2006 Winner [*]](https://archive.mfgg.net/html/badges/award06.gif)
![MFGG Awards 2007 Winner [*]](https://archive.mfgg.net/html/badges/award07.gif) ![Forum Event Badge [*]](https://archive.mfgg.net/html/badges/event.gif)

Group: Members
Posts: 52341
Member No.: 24
Joined: 13-October 03
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
| QUOTE (Miles @ Oct 1 2005, 12:49 PM) | | "Inactive object if far from window." |
And obviously you're NOT going to want to set that for projectiles
--------------------
 DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth: DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above| QUOTE | (5:25:58 PM) Mikau: xgoff (5:26:00 PM) Mikau: guess what (5:26:04 PM) Xgoff: chicken butt (5:26:09 PM) Mikau: **** you |
|
|
|
Miles |
|
Y HALO THAR

Group: Members
Posts: 71
Member No.: 1468
Joined: 22-September 05
Status: (0d)
![[--]](style_images/mfgg2_skin/warn_nosuspend.gif)

|
You'll need one HELL of a mess of active objects for paralax if you plan on long levels, and that wouldn't work very well. I've tried, trust me. Flickering of image visability and such. TGF has a limit. =\ I can help with Dragon Coins though.
For Dragon Coins, use the below events and comments.
| CODE | If (Mario) collides with (ONOSTEHCOIN) Destroy ONOSTEHCOIN Add 1 to OMGCOINZ counter. |
If any of your Mario objects collide with a Dragon Coin with the name of your choice, you must destroy that coin and add however much to your score optionally. Add 1 to your Dragon Coin counter so you can use that in the next events.
| CODE | If (OMGCOINZ) => (XX) Insert your own other events here, and customs actions. |
If you want to have events for how many Dragon Coins you have, use that. If you do get them, use greater than or equal (=>). For not getting them, replace greater than or equal with less than. (<) Replace XX with how many Dragon Coins you need.
--------------------
No, I'm not that Tails character. Silly you, jumping to conclusions like that!
|
|
|
Draco Icebane |
|
Standard Member
![Sprite Comp Winner Badge (1) [*]](https://archive.mfgg.net/html/badges/scg1.gif) ![Sprite Comp Top 5 Badge (4) [*]](https://archive.mfgg.net/html/badges/sct4.gif) ![Drawing Comp Top 5 Badge (1) [*]](https://archive.mfgg.net/html/badges/dct1.gif) ![Music Comp Winner Badge (1) [*]](https://archive.mfgg.net/html/badges/ucg1.gif) ![MFGG Awards 2004 Winner [*]](https://archive.mfgg.net/html/badges/award04.gif)

Group: Banned
Posts: 52997
Member No.: 10
Joined: 13-October 03
Status: (71582612m)
![[XX]](style_images/mfgg2_skin/warn_suspend.gif)

|
| QUOTE (Gr8Goomba88 @ Oct 6 2005, 03:26 PM) | One LAST thing! (I promise ). I'm REALLY having a hard time with parallax, I tried the how-to at the main MFGG site but I just can't get the events to work correctly! BTW, I also wanted my game to have the events for collecting dragon coins and when if you get/ don't get them in each stage. |
In TGF, give up. This can be done, however it runs like ****, because it requires actives. Then you have to make *more* actives so that your foregrounds display above the parallax...
In MMF, you'd use the Background System Box object, place all parallax backgrounds under a Qualifier, and do this:
Start of Level * Set Value A("Qualifier.1") to X("Qualifier.1") + Set Value B("Qualifier.1") to Y("Qualifier.1")
Always * Set X("Qualifier.1") to X Left Playfield * a + value A("Qualifier.1") + Set Y("Qualifier.1") to Y Top Playfield * a + value B("Qualifier.1")
EDIT: The calculation is something like that. If it doesn't work right, try changing it to:
* Set X("Qualifier.1") to (X Left Playfield + value A("Qualifier.1")) * a + Set Y("Qualifier.1") to (Y Top Playfield + value B("Qualifier.1")) * a
Please note, that a is a static number. Usually with decimals. The number you set it to determines how quickly the background scrolls. Less than one scrolls the wrong way, greater than one scrolls the right way, and precisely one will have it align with the screen perfectly.
This post has been edited by Draco Icebane on Oct 7 2005, 11:23 AM
|
|
|
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
Track this topic
Receive email notification when a reply has been made to this topic and you are not active on the board.
Subscribe to this forum
Receive email notification when a new topic is posted in this forum and you are not active on the board.
Download / Print this Topic
Download this topic in different formats or view a printer friendly version.
[ Script Execution time: 0.0714 ] [ 13 queries used ] [ GZIP Enabled ] [ Server Load: 0.40 ]
| |