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481
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Developer / Technical / Re: More GML Derp-ery from Amon26
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on: August 10, 2011, 12:26:17 AM
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I'd say d3d_set_fog is easier 'cause: - you don't need extra sprites - just 2 more lines of code needed (around draw_sprite) -using extra sprites and transparency would probably require determining what 2 sprites are a 'pair'
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482
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Player / Games / Re: Angry Birds
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on: August 09, 2011, 10:21:00 PM
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So this thread was made after all.
Angry Birds is fun and boring at the same time.
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491
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Community / DevLogs / Re: Intelligent Frog Family (Daily Updates, keep checking!)
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on: August 07, 2011, 11:31:03 PM
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 IN DRAWING EVENT:
if flashing{ d3d_set_fog(1,c_white,0,0) draw_sprite_ext(...) d3d_set_fog(0,c_white,0,0) } else{ draw_sprite_ext(...) }
You could try this! And those d3d functions don't need you to enable 3d mode. [EDIT] Hell yeah I tested this method and it works.
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493
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Developer / Technical / Re: Help my enemy collison! HELP
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on: August 06, 2011, 08:36:50 AM
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if (place_meeting(x,bbox_bottom,obj_enemy) && vspeed>0)) { vspeed =-5 } else{ if place_meeting(bbox_left,y,obj_enemy) or place_meeting(bbox_right,y,obj_enemy) and hit=0{ global._lives-=1 hit = 1 image_alpha = 0.5 alarm[0] = 55 //If ya wanna knockback when damaged. Instance_nearest might not be the best solution, //but at least you get knocked to some direction (0,001 makes sure you get knocked even if x values are the same) //Well you'll probably rewrite this part anyway hspeed = sign(x - instance_nearest(x,y,obj_enemy).x)+0.001)*SPEED_OF_KNOCKBACK } }
You could try this. I'm not sure where the origin of sprite is but this should work [NINJAEDIT] I didn't use code-tags just because of those "highlights"
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