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890994 Posts in 33519 Topics- by 24761 Members - Latest Member: beertree

June 18, 2013, 04:07:16 PM
TIGSource ForumsDeveloperFeedbackDevLogsJack the Reaper - SNES-inspired platformer
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Author Topic: Jack the Reaper - SNES-inspired platformer  (Read 49537 times)
John Sandoval
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« Reply #315 on: March 08, 2012, 07:53:21 PM »

put

the dll in the same folder as the game

now

the developer of the dll will provide you with scripts that go along with the dll

the scripts go in the subsection that says 'scripts', on the left side, which is below 'paths' and above 'fonts'

copy the names and the contents of each script

now, these scripts are pieces of code that can be called by objects, and are basically work like any other GM functions, ie image_get_width() or instance_nearest(). the reason you put the code in these scripts is so that you don't have to type it all out every time you want to do an action, and instead simply type the name of the script.

to activate the dll, you need to copy and paste the activation scripts that the developer provides

once you have that, simply run that specific script from any object on the games startup

now that the dll is activated, you can use the dll's functions by calling the other scripts that the developer provided

success

« Last Edit: March 08, 2012, 07:59:27 PM by John Sandoval » Logged

Shiny
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« Reply #316 on: March 08, 2012, 08:20:00 PM »

First off, Supersound doesn't support pttunes (OGG and WAV only) so you'll need to grab the PxTone for GameMaker DLL from this place.

--

If you want to use it, then first open the pxtone.gm6 example. Run it. It should show some info and then play the sample song (bridge.pttune). Catchy tunes from Sonic the Hedgehog should (hopefully) ensue.

--

Now, this step is important. Just to get it out of the way, temporarily replace bridge.pttune with one of your own pttunes and try running the example again.

No sound? Then replace the included pxtone.dll with a copy of the one located wherever you installed pxtone to (the included DLL is very outdated). Try the example again and you should now have sound.

--

If all went well, then import the necessary scripts into your project (in GM: [Scripts] -> [Import Scripts...] then select gm_pxtone\scripts\PXtone.gml).
Now copy pxtone.dll (the new one) and pxwrap.dll to the same folder as your project.

--

From this point you should be ready to use the DLL. You can basically copy the example's code (with modifications as needed). The important parts are in the create and alarm0 events.

(Tested with GameMaker 8.0 Pro.)

--

Past that, I'm really looking forward to the completion of this game.
And the main character is still cute.
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Rakugaki-Otoko
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« Reply #317 on: March 08, 2012, 10:52:59 PM »

Yeah, I'm getting the same problem as I did before.
I downloaded the PxTone DLL things, tested them out, followed each of your instructions, and it still doesn't play any music. I took one song and saved it as a pttune file, then put it in the same folder as the game. nothing. It just doesn't play the music. The example worked, and I copied everything from that into this, and changed "bridge.pttune" to the title of my own test song, and it just doesn't work. I'm using Gamemaker 8.0 pro as well.

This is very frustrating, and that's why I'm trying to hold off on this music thing until the very end, after I'm done making the rest of the game.
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Rumrusher
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« Reply #318 on: March 09, 2012, 01:35:40 AM »

@Rumrusher:
Hmm.. "Catching up" to me?
Do you mean playing the game up until the part where it's unfinished?
Because if that's what you mean, the game is entirely beatable. The final boss is there, it's defeat-able, and there's even an ending cutscene after that. I haven't put in the credits yet, though.

Yes beating the game and going back to find little quirks like during methuselah using shield-Rang combo(which Methuselah is weak against) one shots Jack of you kill it.
I dont know if this was a glitch or intentional for my pet theory is that the camera jerk jack off camera to show Methuselah death while jack was in mid air pushing him into the wall and crushing him.
Wait is this the error you had that many folks never mention before?

wait I think I hit the Error motherload.

Quote
___________________________________________
ERROR in
action number 1
of Collision Event with object BombS
for object ALLSOULS:

Error in expression:Bomb.x
 position 6: Unknown variable x
this was right when I beat MethaddictsuseLUA which I found out the instant death glitch is when you jump prematurely before getting to the end and finally got the bomb power up, I accidently thrown it at my self in a corner trying to switch out the shield to see the Bomb-Rang combination and this error pops up.
« Last Edit: March 09, 2012, 01:48:17 AM by Rumrusher » Logged
Rakugaki-Otoko
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« Reply #319 on: March 09, 2012, 02:45:25 AM »

Hmm. No, I don't remember anyone telling me about this problem. I'll check into it and get it fixed. Just to make sure, the problem is that you seem to die immediately after you kill the miniboss?
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Rumrusher
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« Reply #320 on: March 09, 2012, 03:47:09 AM »

Hmm. No, I don't remember anyone telling me about this problem. I'll check into it and get it fixed. Just to make sure, the problem is that you seem to die immediately after you kill the miniboss?
only when you jump in the hallway after you kill it(tested by never jumping through the fight and jumping shortly after),
if you don't jump until you reach the point where you need to then you're safe.
so when I immediately died I was doing a jumping slash for the final blow which then killed me. Though while it doesn't crash the game like the self bombing it sure does make it a hidden threat when going through that midboss. wait I haven't reach the boss to that part so I have to redo the whole segment Tears of Joy.


also I  figured out the bomb error, some how when switching powerups I made 2 over lap each other causing a collision error the way I got around it was to mass click the ignore button until the power ups disappeared.
« Last Edit: March 09, 2012, 04:24:53 AM by Rumrusher » Logged
rdein
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« Reply #321 on: March 09, 2012, 08:43:31 AM »

i mentioned the pxtone for game maker dll could have some problems in some people's computers and that's something you'd want to avoid.

the audio problems i mentioned are not really related to "not playing".
you can get a song to play in game maker fine, dll or not. but game maker is retarded in many ways, and you have to be careful with loading/freeing songs otherwise they'll get stuck in the memory and ugly things will happen eventually. that's why i recommend you use a memory cleaning dll (cleanmem, it's free and the best thing ever made for gm) and be careful on the audio playing stuff.

also supersound dll doesnt lag when looping music (i use it, and it doesnt lag. my computer is like 20 years old, have that in mind)

of course you are a programming tadpole like many of us and this may not make any sense to you until you decide that you HAVE to fix it when someone tells you that your game crashed because you didn't code the things to make it not crash and then i guess it crashed man
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Shiny
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« Reply #322 on: March 09, 2012, 10:32:08 AM »

Yeah, I'm getting the same problem as I did before.
I downloaded the PxTone DLL things, tested them out, followed each of your instructions, and it still doesn't play any music. I took one song and saved it as a pttune file, then put it in the same folder as the game. nothing. It just doesn't play the music. The example worked, and I copied everything from that into this, and changed "bridge.pttune" to the title of my own test song, and it just doesn't work. I'm using Gamemaker 8.0 pro as well.
You replaced the included pxtone.dll, right? I just went through the same steps and it worked fine after doing so.

It could easily be some other (unknown) problem, though.

i mentioned the pxtone for game maker dll could have some problems in some people's computers and that's something you'd want to avoid.
My experience with the DLL is quite limited and I wasn't aware of any problems with it before now, but this is definitely something to consider.
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Rumrusher
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« Reply #323 on: March 10, 2012, 05:10:51 AM »

Code:
___________________________________________
FATAL ERROR in
action number 5
of Key Press Event for X-key Key
for object Secret_TEMPLATE:

Unexisting room number: -1

uhh yeah
also Bomb +sheild + bullet =  TANK JACK I love this form so much sucks that I lost it.
I was wondering will there be a OST for this game?
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Rakugaki-Otoko
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« Reply #324 on: March 10, 2012, 01:32:37 PM »

Ah, sorry about that. As I warned before, do not try to enter any bonus stages that don't have stage names yet. they don't exist, and the game will crash.

As for the triple ability, of course you're not supposed to be able to do that! I need to make some sort of failsafe that prevents this from happening, since having multiple abilities stacked into one slot can cause some problems.

Oh, and of course there will be an OST.
You mean releasing it as a seperate thing, right? Sure, I can do that. I did it for my last game.
« Last Edit: March 10, 2012, 02:04:18 PM by Rakugaki-Otoko » Logged

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« Reply #325 on: March 11, 2012, 11:21:01 AM »

Ah, sorry about that. As I warned before, do not try to enter any bonus stages that don't have stage names yet. they don't exist, and the game will crash.

As for the triple ability, of course you're not supposed to be able to do that! I need to make some sort of failsafe that prevents this from happening, since having multiple abilities stacked into one slot can cause some problems.

Oh, and of course there will be an OST.
You mean releasing it as a seperate thing, right? Sure, I can do that. I did it for my last game.
I say keep it as a feature so far during the fun run I had with it nothing screw up and the game didn't break down when I played the next stage/level with it.
if only I combined the dig with this also.

edit: I just remember how I got this, I think you might make a failsafe for bomb so that when it touches any other power up it merges both to the bomb combo (E.)seeing how every other power up touching any other doesn't seem to have this effect.

edit: okay 3/11 here what I got so far,
Bomb bugged for collision detection is off, everything else is okay in fact I think the game just stores the soul on top and so far I got Rang+shield+Speed to work and bullet+shield+dig no game crashing or breaking. Is it wrong that I'm having fun with the infinite soul combination Tears of Joy

gas speed bullet takes the speed bullet combination but causes the bullets to explode into a gas.
throwing Rang into it the mix makes it flaming balls of fire that poof out.
So far I'm compiling screenshots of all the massive combinations
Funny thing is all these soul combinations doesn't save me from screwing up and dying from a stray bullet or collision, or pits from precision Jumping segments which having the speed soul makes this even harder.
« Last Edit: March 11, 2012, 05:19:49 PM by Rumrusher » Logged
Rakugaki-Otoko
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« Reply #326 on: March 28, 2012, 01:04:57 AM »

I promise that I'm still working on this game and making progress.
It's been a hard couple of weeks, and I've had to go in for overtime at work because allergies have been kicking my butt recently, and I keep staying home sick. Among other things.
I'll try to post some more updates whenever I get time.
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Conker
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« Reply #327 on: March 28, 2012, 06:20:01 AM »

I'm so excited for this game. I love the character design. :D
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Rakugaki-Otoko
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« Reply #328 on: March 28, 2012, 12:57:12 PM »

Thank you very much! I'm very happy so far with the characters!
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Superb Joe
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« Reply #329 on: March 28, 2012, 01:03:26 PM »

Thank you very much! I'm very happy so far with the characters!
i'm very happy with you. i think you're great and excellent, and hope that you feel the same (about yourself, i mean)
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