Posted By
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Message
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Lazernaut
Registered 08/09/2002
Points 1103
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17th October, 2003 at 17:15:56 -
I'm making a platformer that uses a custom movement. I've made a shooting event like this:
o Counter = 25
o Animation of Player = stopped
o Pressed Fire2
- Play sample "gun"
- Create Bullet at 0,0 from Player
- Create Shell at 0,0 from Player
Now, I've made the bullet's properties like this (bullet uses ball movement):
o Alterable value of A = 0
- Set Bullet's direction equal to Player's (so it shoots away from the player)
- Set Bullet's value A = 1 (so it doesn't keep changing dir.)
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The Problem:
When I run around in my game, everything is fine, but then all of a sudden no bullets appear when pressing the shoot button and I can't fix it !
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Deleted User
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17th October, 2003 at 17:28:53 -
Replace the 'when pressed fire2' for 'user repeats on pressing fire2.'
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Lazernaut
Registered 08/09/2002
Points 1103
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17th October, 2003 at 17:46:47 -
That didn't make it work at all...
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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17th October, 2003 at 18:23:01 -
try getting rid of the bullets (they will continue to travel after leaving the screen)
there is a limit of 260 objects per level at any one time
make them destroy after hitting somthing and when closer than 0 pixels from windows edge
there is an event for that.
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Lazernaut
Registered 08/09/2002
Points 1103
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17th October, 2003 at 18:25:27 -
I already made the bullets get destroyed when they hit enemies, walls, backgrounds, or edges of screens... (also made a counter to count the number of bullets to make sure they got destroyed, and they were indeed destroyed)
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Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
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17th October, 2003 at 18:30:33 -
What is the counter for, and does the player animation change from stopped?
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy
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Radix hot for teacher
Registered 01/10/2003
Points 3139
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17th October, 2003 at 23:14:21 -
Try including a set bullet speed = 100 (or whatever) when it's created, because I've noticed MMF sometimes doesn't start balls moving when they're created at runtime. I'm not sure exactly what circumstances cause this.
Also, delete the Animation of Player=stopped line and see if it works. Sometimes stopped animations don't register properly. If it works, use a separate event and a flag to limit the event.
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istvan
Registered 03/07/2003
Points 1540
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18th October, 2003 at 03:34:46 -
hmmmm... me, and anyone else helping me with my game Skelletor would be well versed in this bug or a bug similar to this.
Skelletor uses a custom engine also, but instead of bullets you shoot a boomarang. which is all good and fine until for no apparent reason shoot becomes impossible and your forced to fend for yourself. now, this is a great, bloody big bug, unless i want to make a new kind of platformer, where you accidently drop your boomarang at a random stage during the game because you have a hole in your pants.
EvisceratoR, i think the only way you can hope to be rid of the bug is to send someone experienced an open source of your game, but you may not want to do this cos of security reasons.
my accociates and i have been working on this problem for sometime now, it seems almost impossible. if we find a cure i will post it here and vis versa a hope.
sincerly yours,
istvan
'oh yeah? he's thrown a kettle over a pub, what have you done?'
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Lazernaut
Registered 08/09/2002
Points 1103
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18th October, 2003 at 04:59:56 -
Actually I solved the bug...I have a teleporter in my level, and it generates small particles (like every 0.05 sec or so) and even though they were set to be destroyed, they apparently still counted as an object, thus my game reached the object limit 20 secs later....i removed those particles, and everything worked fine....so maybe your game has too many objects in it ?
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Knudde (Shab) Administrator
Crazy?
Registered 31/01/2003
Points 5125
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18th October, 2003 at 09:12:06 -
Yeah, the #1 rule in TGF is to make a counter that does nothing but add up active objects, that way you can see if you've gotten any problems.
Craps, I'm an old man!
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Lazernaut
Registered 08/09/2002
Points 1103
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18th October, 2003 at 12:35:29 -
i thought about doing that, but i was too lazy
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Knudde (Shab) Administrator
Crazy?
Registered 31/01/2003
Points 5125
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18th October, 2003 at 13:36:46 -
how can you be too lazy 2 make 10 clicks? Oh wait, the same way I am.
Craps, I'm an old man!
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Lazernaut
Registered 08/09/2002
Points 1103
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18th October, 2003 at 14:29:08 -
That's one of the great things about laziness...it comes in all forms, and it comes everywhere
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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18th October, 2003 at 18:28:02 -
so why did you say you had made one earlier?
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istvan
Registered 03/07/2003
Points 1540
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18th October, 2003 at 18:40:54 -
hmmm, your theory might just be correct. ill check it out as soon as i get a chance
'oh yeah? he's thrown a kettle over a pub, what have you done?'
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