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1411125 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 12:51:04 PM

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1  Community / Townhall / A Handheld Game on: October 23, 2013, 02:05:58 PM

The latest game from superstar Tag Team PureQuestion and AlexMdle, featuring a bombastic score by Arc of Dreams and Oskar Alex! Explore dark dungeons and fend off your darkest nightmares!

AND FOR A POSSIBLY LIMITED TIME ONLY, we are offering a very special prize to anyone who can submit a special 6 digit code hidden somewhere in the game! if the game tells you that you've earned a signed copy of the Handheld Soundtrack, congratulations! Simply contact a developer to receive your free copy!

Handheld and all related properties © Wherhein Inc, 2013.

But where can I find it?
You can find Handheld at your local video store, department store, or Mediafire

If you get stuck on any puzzles, be sure to consult the included instruction manual!
2  Community / Tutorials / Re: Grandma: GM Platformer Engine on: May 03, 2012, 10:46:42 PM
Is this even still linked anywhere on your site, or is it basically just here?

Fixed the link again! Sorry for always forgetting about it when I change hosts haha. It's at http://mattmakesgames.com/matt/GrandmaEngine.gmk

My question was "does the actual site if you go there via the domain contain any reference to the grandma engine or that link?"
3  Community / Tutorials / Re: Grandma: GM Platformer Engine on: April 08, 2012, 04:51:06 AM
Is this even still linked anywhere on your site, or is it basically just here?
4  Developer / Technical / Re: Inexplicable Game Freezing? on: March 20, 2011, 02:16:03 PM
It appears to be working perfectly fine. Go figure.

Thank you very much.
5  Developer / Technical / Inexplicable Game Freezing? on: March 20, 2011, 07:11:11 AM
I am currently working on the Shmup LFD, as some of you may know.

In this game, I am having a bit of an issue. Specifically, the laser weapon is freezing the game for reasons I am completely unsure of.

As far as we can tell, the issues only occur on the laser's start up, and only when it doesn't hit an enemy. And even then only sometimes. All the relevent code (I believe...) is contained below. If anyone knows how to solve this problem it would be highly appreciated.

As far as I can tell, the lasers are triggering some kind of loop, which can either be infinite, last a few seconds, or never occur.

Code:
if extra=false
PCharge=approach(PCharge,210,1)
else
PCharge-=2
 /*or keyboard_check_pressed(key_bomb)*/

if (keyboard_check(key_fire)=true) and instance_exists(obj_shotbluesourcefront)=false
instance_create(x,y-24,obj_shotbluesourcefront)

if keyboard_check_pressed(key_extra) and PCharge>=2 and bomb=false and keyboard_check(key_fire)
extra=true

if PCharge<2 or  keyboard_check_released(key_extra) or bomb=true or keyboard_check(key_fire)=false
extra=false

if keyboard_check_pressed(key_bomb)
{
if bombs>=1
{
bomb=true
alarm[5]=50+15*floor(bombs)
bombs-=floor(bombs)
}

}

Code:
Information about object: obj_shotbluesourcefront

Sprite: spr_shotbluesource
Solid: false
Visible: true
Depth: -4
Persistent: false
Parent: <no parent>
Mask: <same as sprite>

Create Event:
execute code:

if instance_number(obj_shotbluesourcefront)>1
instance_destroy()

a=instance_create(x,y-24,obj_shotbluefront)
a.targ=self.id

sound_loop(snd_fire)
sound_effect_set(snd_fire,se_reverb)

image_yscale=0.1
image_xscale=0.1


Destroy Event:
execute code:

sound_stop(snd_fire)
sound_effect_set(snd_fire,se_none)


Begin Step Event:
execute code:

if obj_player.extra=true
image_blend=c_purple
else if obj_player.bomb=true
image_blend=c_yellow
else
image_blend=c_white


if image_blend=c_yellow
{
image_xscale=approach(image_xscale,2.48,0.248)
image_yscale=approach(image_yscale,2.48,0.248)
}
else
{
image_xscale=approach(image_xscale,1.24,0.248)
image_yscale=approach(image_yscale,1.24,0.248)
}



End Step Event:
execute code:

x=obj_player.x
y=obj_player.y-24

if (keyboard_check_released(key_fire)=true) or obj_player.control=false or obj_player.visible=false //and obj_player.bomb=false
{
instance_destroy()
with obj_shotbluefront
instance_destroy()
}
Code:
Information about object: obj_shotbluefront

Sprite: spr_pshot3
Solid: false
Visible: true
Depth: -3
Persistent: false
Parent: obj_shottemplate
Mask: <same as sprite>

Create Event:
execute code:

image_xscale=0
targwidth=1
damage=1.5


Begin Step Event:
execute code:

if obj_player.bomb=true
image_blend=c_yellow
else if obj_player.extra=true
image_blend=c_purple
else
image_blend=c_white

if image_blend=c_white
damage=1.5

if image_blend=c_purple
damage=2

if image_blend=c_yellow
{
targwidth=2
damage=4
}
else targwidth=1


End Step Event:
execute code:

if instance_exists(targ)
{
x=targ.x
y=targ.y-targ.sprite_height/2
image_xscale=approach(image_xscale,targwidth,10)

maxdo=0
image_yscale=0.25
do
{
image_yscale+=0.25
maxdo+=1
}
until place_meeting(x,y+16,obj_enemy) or maxdo=36

if place_meeting(x,y,obj_enemy)
{
repeat(choose(1,2))
instance_create(x,y-sprite_height,obj_laserpart)
a=instance_create(x,y-sprite_height,obj_laserend)
a.image_index=image_index
a.image_xscale=image_xscale*1.5
a.image_yscale=image_xscale*1.5
}
}else
instance_destroy()




Collision Event with object obj_enemyshottemplate:
execute code:

if obj_player.bomb=true
with other
{
bombdeath=true
instance_destroy()
}


Collision Event with object obj_lasersource:
exit this event

Other Event: Outside Room:
exit this event


6  Community / DevLogs / Re: Last Fighter D [Demo 1 released] on: March 10, 2011, 05:58:36 PM
And so production starts back up. A few key changes have been made, including a strange pattern among the bosses...





7  Community / Versus / Re: From Somewhere, A Transmission... [no title yet] on: January 18, 2011, 06:22:11 PM
This is a really grim concept for a game. Shocked

But if you do it well, it could be interesting.
8  Community / DevLogs / Re: Last Fighter D on: January 17, 2011, 03:00:48 PM
http://forums.tigsource.com/index.php?topic=17132.0

Demo one, released.

http://www.mediafire.com/download.php?u2kc1b76a5g0pkw
9  Developer / Playtesting / Last Fighter D Demo Release One on: January 17, 2011, 02:59:26 PM


After months of work, we finally have the game known as Last Fighter D in a playable state.



Made as a collaborative work between myself, Alexmdle, and a fine composer named Oskar Alex.

This is a classic style shmup with a variety of enemies, fantastic music and what will eventally be a wide variety of weaponry.

It's far from finished, but with 2 stages done and playable, we're ready to release it for testing.

Reuploading the soundtrack soon.

DOWNLOAD
10  Developer / Technical / Re: Sound ending on: January 17, 2011, 11:44:54 AM
At this point it seems like supersound has a very short delay when looping. Is this true?
11  Developer / Technical / Re: Sound ending on: January 16, 2011, 01:43:48 PM
Alright. If nothing comes up, you'll have a PM in 5-10 minutes.
12  Developer / Technical / Re: Sound ending on: January 16, 2011, 01:09:09 PM
No "end" part but yeah that's how it needs to loop.
13  Developer / Technical / Re: Sound ending on: January 16, 2011, 12:23:47 PM
Apologies for double posting, but is there a way to use the supersound.dll to tell if a song has ended the frame that it ends?

I'm trying to use position and length commands but it isn't working.
14  Developer / Technical / Re: Sound ending on: January 16, 2011, 11:55:21 AM
Still having issues with certain things, but everything is playing, at least.
15  Developer / Technical / Re: Sound ending on: January 16, 2011, 10:38:07 AM
 Facepalm

Turns out I have already solved most of the issues, and was simply having variable problems.
16  Developer / Technical / Re: Sound ending on: January 16, 2011, 10:20:12 AM
They are .wavs.
17  Developer / Technical / Re: Sound ending on: January 16, 2011, 10:09:08 AM
Does the .dll have any issues with certain symbols in the filename? I managed to get a file to load, but now I can't get the main songs to load.
18  Developer / Technical / Re: Sound ending on: January 16, 2011, 09:38:06 AM
Yeah I'm trying to use super sound but it won't load my files  Angry
19  Developer / Technical / Re: Sound ending on: January 16, 2011, 09:31:51 AM
It might be. But I've been fighting with it for hours and it refuses to load any files. at all. o_o
20  Developer / Technical / Re: Sound ending on: January 15, 2011, 06:58:07 PM
Joy.
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