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Gamemaker help! (Now with FAQ) 
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Joined: Tue Aug 12, 2008 4:01 pm
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:WEE: wrote:
riq5.today wrote:
Hi, how do make a combo have seperate atks like you press once only one hit you press twice it does a 2hit combo and so on. So if you hit it once then your char will hit once then stop attacking. also how do you do dmg making it look hurt and it can hurt you for that time... all I want right now is the atks. oh and you know cleod did marios fire ball when he's in FS from(fire mario)and the fireball traveled can you help me with that too.
thx~riq5


all of those questions were answered a while back.


THE FIREBALL IS MESSED UP :roll: and no one answered the combo's atk thing. :hmph: THE DMG THING IS NEW.
:P

LOOK AT THE DEMO IF YOU WANT

http://www.yoyogames.com/games/show/61139

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Intelligence Test


Sun Nov 23, 2008 1:36 pm
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riq5.today wrote:
:WEE: wrote:
riq5.today wrote:
Hi, how do make a combo have seperate atks like you press once only one hit you press twice it does a 2hit combo and so on. So if you hit it once then your char will hit once then stop attacking. also how do you do dmg making it look hurt and it can hurt you for that time... all I want right now is the atks. oh and you know cleod did marios fire ball when he's in FS from(fire mario)and the fireball traveled can you help me with that too.
thx~riq5


all of those questions were answered a while back.


THE FIREBALL IS MESSED UP :roll: and no one answered the combo's atk thing. :hmph: THE DMG THING IS NEW.
:P

LOOK AT THE DEMO IF YOU WANT

http://www.yoyogames.com/games/show/61139


here, try this:

for the character object, create a new action for 'Press <Attack Button>'
in it, create variable globalvarattack (or something like that, i don't fully understand creating a variable) and for the amount put 1.
create a timer, and after so-and-so milliseconds, reset the globalvarattack to 0.
what that does is, it makes it so each time the player presses the attack key it'll add 1 to the attack variable, and after however many milliseconds, it resets to 0 so you have to start adding from 0 again.

create a new block. create a 'check variable' and input globalvarattack. check for if it's equal to 1.
if it is, make the character do the first attack in the combo. for that attack, set variable health to go down so-and-so amount for other.
end block.

create a new block again. create another check variable, and once more put in globalvarattack. this time, though, check if it's equal to 2.
if it is, you make the character use the second attack. do the same thing as before to set the damage that attack does.
end block.

repeat until all combo moves are complete.

i'm pretty sure that's how it would work, but my comp is broken so i'm not able to test it.

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Sun Nov 23, 2008 4:43 pm
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Alright, how do I make it so that when I press the jump button, it goes to the jump sprite, and when that animation ends, it goes to a fall. Every time I try it, my character goes through the floor slowly.

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Sun Nov 23, 2008 11:41 pm
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:WEE: wrote:
riq5.today wrote:
:WEE: wrote:
riq5.today wrote:
Hi, how do make a combo have seperate atks like you press once only one hit you press twice it does a 2hit combo and so on. So if you hit it once then your char will hit once then stop attacking. also how do you do dmg making it look hurt and it can hurt you for that time... all I want right now is the atks. oh and you know cleod did marios fire ball when he's in FS from(fire mario)and the fireball traveled can you help me with that too.
thx~riq5


all of those questions were answered a while back.


THE FIREBALL IS MESSED UP :roll: and no one answered the combo's atk thing. :hmph: THE DMG THING IS NEW.
:P

LOOK AT THE DEMO IF YOU WANT

http://www.yoyogames.com/games/show/61139


here, try this:

for the character object, create a new action for 'Press <Attack Button>'
in it, create variable globalvarattack (or something like that, i don't fully understand creating a variable) and for the amount put 1.
create a timer, and after so-and-so milliseconds, reset the globalvarattack to 0.
what that does is, it makes it so each time the player presses the attack key it'll add 1 to the attack variable, and after however many milliseconds, it resets to 0 so you have to start adding from 0 again.

create a new block. create a 'check variable' and input globalvarattack. check for if it's equal to 1.
if it is, make the character do the first attack in the combo. for that attack, set variable health to go down so-and-so amount for other.
end block.

create a new block again. create another check variable, and once more put in globalvarattack. this time, though, check if it's equal to 2.
if it is, you make the character use the second attack. do the same thing as before to set the damage that attack does.
end block.

repeat until all combo moves are complete.

i'm pretty sure that's how it would work, but my comp is broken so i'm not able to test it.

:drool: YES MASTA!

Darn im confused, but can you break it down in step,or make a list please?

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Intelligence Test


Last edited by Feng on Tue Nov 25, 2008 2:04 pm, edited 1 time in total.



Mon Nov 24, 2008 1:07 pm
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riq5 wrote:
:drool: YES MASTA!


so... it works? :wee:

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Mon Nov 24, 2008 4:15 pm
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riq5 wrote:
:WEE: wrote:
riq5.today wrote:
:WEE: wrote:
riq5.today wrote:
Hi, how do make a combo have seperate atks like you press once only one hit you press twice it does a 2hit combo and so on. So if you hit it once then your char will hit once then stop attacking. also how do you do dmg making it look hurt and it can hurt you for that time... all I want right now is the atks. oh and you know cleod did marios fire ball when he's in FS from(fire mario)and the fireball traveled can you help me with that too.
thx~riq5


all of those questions were answered a while back.


THE FIREBALL IS MESSED UP :roll: and no one answered the combo's atk thing. :hmph: THE DMG THING IS NEW.
:P

LOOK AT THE DEMO IF YOU WANT

http://www.yoyogames.com/games/show/61139


here, try this:

for the character object, create a new action for 'Press <Attack Button>'
in it, create variable globalvarattack (or something like that, i don't fully understand creating a variable) and for the amount put 1.
create a timer, and after so-and-so milliseconds, reset the globalvarattack to 0.
what that does is, it makes it so each time the player presses the attack key it'll add 1 to the attack variable, and after however many milliseconds, it resets to 0 so you have to start adding from 0 again.

create a new block. create a 'check variable' and input globalvarattack. check for if it's equal to 1.
if it is, make the character do the first attack in the combo. for that attack, set variable health to go down so-and-so amount for other.
end block.

create a new block again. create another check variable, and once more put in globalvarattack. this time, though, check if it's equal to 2.
if it is, you make the character use the second attack. do the same thing as before to set the damage that attack does.
end block.

repeat until all combo moves are complete.

i'm pretty sure that's how it would work, but my comp is broken so i'm not able to test it.

:drool: YES MASTA!

Darn im confused, but can you break it down in step,or make a list please?


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

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Tue Nov 25, 2008 2:05 pm
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Location: not here!!!!!! Location: i alredy told u Location: quit asking!!! Location: glitchy thing!
create a new block again. create another check variable, and once more put in globalvarattack. this time, though, check if it's equal to 2.
if it is, you make the character use the second attack. do the same thing as before to set the damage that attack does.
end block.

repeat until all combo moves are complete.

-Enter the character object (Ryu, or whoever you're using for the character)
-Create a new action, for Press <The attack button> (delete < and > and all imbetween, and replace it with what it tells you to do [Example: Press <Attack> might be Press X])
-Make another action, this one Create. Use Create Variable, and create globalvar<attack variable, i suggest making this just attack or atk> and set it to 0.
-Go back into the Press <Attack> action, and start a new block.
-In the block, create a timer and make the milliseconds however long you want it to be before you have to restart the combo again.
-Then make a create variable, and set it to be globalvaratk (I'm using that for the example, change it to what you're using for the attack). Change it to 0 again.
-End that block.
-Create Variable once more, and once again make it globalvaratk. Set it to 1 this time, though.
-Start a new block.
-Create a Variable Check and for the variable input globalvaratk. Then check if it's equal to 1.
-If it is, change the character sprite to that attack and input the damage for that first attack, setting it to Other.
-End the block.
-Start yet another block, and do a Variable Check for globalvaratk. Check if it's equal to 2 this time.
-If it is, change the character sprite to the second attack in the combo and input the damage for the second attack, and set it once more to Other.
-End the block.
-Repeat until all the combo moves are complete, and they should each have individual damage.

Like I said before, there's no way to tell if it'll work unless you (or somebody else) tests it, because my comp with GM broke and I can't download anything on this one.

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Tue Nov 25, 2008 4:08 pm
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Living Shadow wrote:
Alright, how do I make it so that when I press the jump button, it goes to the jump sprite, and when that animation ends, it goes to a fall. Every time I try it, my character goes through the floor slowly.

just making sure you don't skip over it every time ;)

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Tue Nov 25, 2008 6:21 pm
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Living Shadow wrote:
Living Shadow wrote:
Alright, how do I make it so that when I press the jump button, it goes to the jump sprite, and when that animation ends, it goes to a fall. Every time I try it, my character goes through the floor slowly.

just making sure you don't skip over it every time ;)

:shock: I think I can help you BUT I gotta wait til my mom is off comp. :cry:

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Tue Nov 25, 2008 11:03 pm
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Alright, thanks. Also, do you know how to make it so that if you're making a sidescroller or rpg, the healthbar moves with the screen (like it stays in the same place no matter what happens?)

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Tue Nov 25, 2008 11:24 pm
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riq5 wrote:
Living Shadow wrote:
Living Shadow wrote:
Alright, how do I make it so that when I press the jump button, it goes to the jump sprite, and when that animation ends, it goes to a fall. Every time I try it, my character goes through the floor slowly.

just making sure you don't skip over it every time ;)

:shock: I think I can help you BUT I gotta wait til my mom is off comp. :cry:


let me know if the combo works, too.

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Wed Nov 26, 2008 2:24 pm
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how do alarms work??


Fri Nov 28, 2008 2:59 pm
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Crazy wrote:
how do alarms work??


You have to do two things: "Set them", and "trigger them"

Set them: Putting something inside the alarm, that will happen once the alarm is actived.
(If this were an alarm clock, the "Set" would be ringing)

Trigger them: You put somewhere when do you want the alarm to be actived.
For example, after a character dies, you put that in 1000 seconds, you want to start an alarm who reset the level.

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Sat Nov 29, 2008 9:12 am
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Shinigami[Nac] wrote:
Crazy wrote:
how do alarms work??


You have to do two things: "Set them", and "trigger them"

Set them: Putting something inside the alarm, that will happen once the alarm is actived.
(If this were an alarm clock, the "Set" would be ringing)

Trigger them: You put somewhere when do you want the alarm to be actived.
For example, after a character dies, you put that in 1000 seconds, you want to start an alarm who reset the level.

Hint: Gamemaker measures times in "steps". 30 steps = 1 second

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Sat Nov 29, 2008 6:58 pm
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Deep Thought 42 wrote:
Shinigami[Nac] wrote:
Crazy wrote:
how do alarms work??


You have to do two things: "Set them", and "trigger them"

Set them: Putting something inside the alarm, that will happen once the alarm is actived.
(If this were an alarm clock, the "Set" would be ringing)

Trigger them: You put somewhere when do you want the alarm to be actived.
For example, after a character dies, you put that in 1000 seconds, you want to start an alarm who reset the level.

Hint: Gamemaker measures times in "steps". 30 steps = 1 second

but you can change that to 60 if desired

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Sat Nov 29, 2008 8:41 pm
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