Hi, I have a couple of questions to everyone that can help. I am making a game featuring a jump boy. He uses his jump pacj by pressing 'up', and then he goes upwards.
He is always falling down, so he have to use the jumpa pack to stay up. The problem is when he is suppose to land on platforms and similar stuff. I cannot override the "falling" command, which looks like this:
---Every 00"-15: Add 1 to alt. value B-------
How am I to overide this? I tried to make it so that when he collides with the platform, he stops, but that doesnt work.
When I exchanged the "stop" to "subtract 1 from alt. B", he bounces. This is a temporary soultion, full of bugs, cause if he has a to high speed, he goes straight through. Please tell me how to solve this!
....you guys make it look so easy! It worked, partially, but you can still go through the sides of it. I could make lines to cover them, but I will have alot of platform and do not want to have a helluvalot of objects.
going through the sides requires a different set of events
if the blokey has side detectors on the left and right that follow then you can push him away from the side whenever the detectors are over the background.
if the left is over a background - push to the right
if the right is over a background - push to the left
AndyUK : That would most likely make the screen "shake" when he collides, instead you should say if left detector is NOT colliding with obstacle, and pressing left, <action>
It is much better if you use fastloop.
that's kind of funny, I'm working on a game that's sort of the opposite concept...
the screen is constantly moving up, instead of the character falling...
( my late halloween game. )
I have now made it so that:
"Right collison detector collides with background"
=
"set alt. value A to 0"
This only works when you are going into the background really slow, and dont push the right key.
I need help!
I dont understand how come it works vertically, but not horizontally...?