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 Black land armies- a physic mod (WIP) 
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Joined: Fri Jan 26, 2007 3:22 am
Posts: 1451
Post Re: Black land armies- a physic mod (WIP)
game maker isn't programming

if you did program you'd know why this is bad and have fixed it

Code:
function Update(self)
    --Heal every interval.
    if healTimer:IsPastSimMS(healInterval) then
      --Cycle through all actors.
      for actor in MovableMan.Actors do
         --If the actor is on the right team, has less than 100 health and is not the healer, continue with code.
         if actor.Team == self.Team and actor.Health < 100 then
         --Trigonometry to find how far the actor is.
         local avgx = actor.Pos.X - self.Pos.X;
         local avgy = actor.Pos.Y - self.Pos.Y;
         local dist = math.sqrt(avgx ^ 2 + avgy ^ 2);
         if dist < 100 then
            --If the actor is fairly close, heal them!
            actor.Health = actor.Health + 1;
               self.Health = self.Health + 1;
      --Every 8 health healed, put a little icon above the actor's head to show that it is indeed healing.
            if self.healnum == 8 then
               --Create the particle.
               local part = CreateMOSParticle("Particle Heal Effect");
               --Set the particle's position to just over the actor's head.
               part.Pos = actor.AboveHUDPos + Vector(0,4);
            --Add the particle to the world.
               MovableMan:AddParticle(part);
            end
         end
         end
      end
      --Reset the healing timer.
      healTimer:Reset();
      --Increment the heal counter.
      self.healnum = self.healnum + 1;
      --Reset it if it's gone too far.
      if self.healnum > 8 then
         self.healnum = 0;
      end
    end
end


3pok;

stop saying words


Last edited by Daman on Sat May 16, 2009 3:48 am, edited 1 time in total.



Sat May 16, 2009 3:44 am
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Joined: Wed Mar 25, 2009 9:49 pm
Posts: 96
Post Re: Black land armies- a physic mod (WIP)
Though you can make good games with game maker, just search battleships forever.


Sat May 16, 2009 3:48 am
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Joined: Fri Jan 26, 2007 3:22 am
Posts: 1451
Post Re: Black land armies- a physic mod (WIP)
nnninja wrote:
Though you can make good games with game maker, just search battleships forever.


That isn't a good game. It's not even an original idea. Search warning forever. BF is garbage compared to it.


Sat May 16, 2009 3:49 am
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Joined: Wed Mar 25, 2009 9:49 pm
Posts: 96
Post Re: Black land armies- a physic mod (WIP)
That is true...

...still fun to play though.


Sat May 16, 2009 3:53 am
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Joined: Thu Apr 30, 2009 4:33 pm
Posts: 39
Post Re: Black land armies- a physic mod (WIP)
Daman:it's the best GameMaker game i've ever seen.


There isn't anything else to say that hasn't already been said. I'm done with this thread unless Daman decides to grace that comment with a response.


3P0K_PHALE wrote:
:-o wordswordswords


Calm down. There's no need to react that way.


Sat May 16, 2009 4:03 am
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Joined: Fri Jan 26, 2007 3:22 am
Posts: 1451
Post Re: Black land armies- a physic mod (WIP)
Magick wrote:
Daman:it's the best GameMaker game i've ever seen.


Any game cactus has made is better than BF. Ad Nauseam, the design, etc.


Sat May 16, 2009 4:15 am
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Joined: Thu Apr 30, 2009 4:33 pm
Posts: 39
Post Re: Black land armies- a physic mod (WIP)
Daman wrote:
Magick wrote:
Daman:it's the best GameMaker game i've ever seen.


Any game cactus has made is better than BF. Ad Nauseam, the design, etc.

:???: I guess i'll just leave this up to a matter of opinion.


Sat May 16, 2009 4:36 am
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Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post Re: Black land armies- a physic mod (WIP)
@OP
Fixed your scripts.

Now the units are the uber units you probably intended.


Attachments:
Actors.7z [959 Bytes]
Downloaded 381 times
Sat May 16, 2009 9:46 am
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Post Re: Black land armies- a physic mod (WIP)
lafe wrote:
baby machenegun: like an smg, only funner!


@_@

*Shiver*


Sat May 16, 2009 10:26 am
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Joined: Sat Mar 28, 2009 9:39 pm
Posts: 26
Location: Oilfishland
Post Re: Black land armies- a physic mod (WIP)
I have to agree with most of the other posters here.
Fix your spelling/grammar.
Don't publish half-finished stuff, you don't need several factions. You could just as well have continued on your 'nonja' faction.
Learn to sprite, especially shading.


Sat May 16, 2009 11:24 am
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Joined: Sat Mar 28, 2009 2:33 pm
Posts: 718
Post Re: Black land armies- a physic mod (WIP)
Daman wrote:
game maker isn't programming

if you did program you'd know why this is bad and have fixed it



i have fixed it, when i update next.
also, i dont use game maker, i used too, but i havent realesed a gm game sence december, and i probably wont ever, ive moved on too better games/tools/languges. when i did use gm, i had too games in the top 100 games on yoyo games, out of the 34515 games on the site. now i use constuct for most projects, but now that im learning C#, even construct is going the way of the west. and if your using gml it is programimg, but if your using dnd it isnt. i use both python and dnd with construct. xna is pure c#.


Sat May 16, 2009 11:53 am
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Joined: Sat May 05, 2007 6:04 pm
Posts: 2901
Post Re: Black land armies- a physic mod (WIP)
You have to learn when your expertise is relevant.
The fact that you can do C# (and apparently you can't anyway yet if you are still learning it) does not mean you can do LUA.

That's like asking a biologist about supernovas, just because both biologists and astronomers are scientists.


Sat May 16, 2009 12:01 pm
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Joined: Wed Dec 17, 2008 11:35 am
Posts: 122
Location: London
Post Re: Black land armies- a physic mod (WIP)
Dude! Please stop releasing all of these badly sprited mods! Its hurting my eyes! Even though your ideas are sound and in some cases brilliant, the lack of nice graphics stops me from downloading your mods. You have like... 3 WIP mods now... Don't release another one until you fix your others or unless you have SUPER AWESOME sprites... :-(


Sat May 16, 2009 12:02 pm
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Joined: Sat Mar 28, 2009 2:33 pm
Posts: 718
Post Re: Black land armies- a physic mod (WIP)
metal chao wrote:
You have to learn when your expertise is relevant.
The fact that you can do C# (and apparently you can't anyway yet if you are still learning it) does not mean you can do LUA.

That's like asking a biologist about supernovas, just because both biologists and astronomers are scientists.


nah, its like asking an algebra student too take geomtry. they can figure it out if they care enough (im in algebra r(etards)1 yet i can program as while as most other devs. once your familer with one languge, the otherones, even if there syntax is diffrent are easyer too learn, but thats just from my experince's. YES!!!
MY SHIFT KEY WORKES!!!!!!

@combatmedic: this is my last mod for a while. ill work on the sprites and code and such, but i have too work on my current game project (freedom) too.


Sat May 16, 2009 1:16 pm
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Joined: Sun Jan 11, 2009 10:54 am
Posts: 365
Post Re: Black land armies- a physic mod (WIP)
dude realy sorry for what i am going to say but....
you fail in so many ways.
stop being an i know it all and actualy DO somthing good.
saying than you can code as well as a REAL dev is a big fat lie so far.
you have posted like 3(i think) unfinished mods.
they had potenital but you moved on!
also if you canot sprite then find someone who can sprite.
and read some tutorials on modding.


Sat May 16, 2009 2:42 pm
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