Fira777 Posted July 13, 2010 Report Share Posted July 13, 2010 %If rules, staff, both permit/allow/both and is 100 % (one hundred percent) safe [no trojan horses, no trojan horse, no virus, no viruses, no malware, no malwares, no spyware, no spywares, not anything harmful/illegal/both% Chat about, talk about, give complaints about, give complaints on, give help on, ask for help on chat about tutorials, examples, games, others made by, %upload tutorials, examples, games, tutorial, example, game, other, others made by% Game Maker (GM)! I'll start off with a Mega Man room switching and weapon changing example. This is long but to encourage and help peoople with/without Game Maker Feel free to distribute and grant others permission to distribute: MegaMan LeafMegaMan InvisibleUseLessEnergyBarobj MegaManEnergyBarobj Stats1object Player WeaponSelectorObj MegaManWeaponSelectObj LeafMegaManWeaponSelectObj Stats2object Stats1object LeafBarEnergyObj obj7 obj8 abbreviations kcr = keyboard_check_released kc = keyboard_check kcp = keyboard_check_pressed CE = Create Event SE = Step Event kcvkr = keyboard_check(vk_right) p_m = place_meeting ie = instance_exists $ = [space one time then add] and LMMWSo = LeafMegaManWeaponSelectobj LGB = LeafJaguarBeaten Stats1object (persistent) CE: roomindexnumber = 0 LeafJaguarBeaten = false LeafTicklerGotten = false LeafTicklerOn = false MegaBusterOn = true SE: if ( LeafTicklerOn == true ) { MegaBusterOn = false; with(MegaMan) instance_change(LeafMegaMan,true); } if ( MegaBusterOn == true ) { LeafTicklerOn = false; with(LeafMegaMan) instance_change(MegaMan,true); } Room Start Event: if ( !ie(obj7) ) then { with(self) roomindexnumber = room; } else if ( !ie(obj7) ) then { with(self) roomindexnumber = roomindexnumber } Stats2object (persistent) CE: SlidingRight = false SlidingLeft = false jumpingleft = false jumpingright = false movingright = false movingleft = false standingleft = false standingright = true SE: if ( !ie(obj7)$ player.p_m(x,y+2,obj_regularsolid)$ kc(vk_down)$ kcvkr ) { SlidingRight = true; SlidingLeft = false; jumpingleft = false; jumpingright = false; movingright = false; movingleft = false; standingleft = false; standingright = false; } Player SE: if ( !instance_exists(obj8) and keyboard_check_pressed(ord("S")) ) { room_goto(pauseRoom) //in pauseRoom obj7 will be placed with(self) instance_destroy(); } MegaMan (persistent) (parent is Player) SE: if ( Stats2object.SlidingRight == true ) { with(self) sprite_index = spr_sliding_right; } LeafMegaMan (persistent) (parent is Player) SE: if ( Stats2object.SlidingRight == true ) { with(self) spr_index = spr_sliding_rightLeafMegaMan; } InvisibleUseLessEnergyBarobj (persistent) SE: if ( Stats1obj.LeafTicklerOn == true ) { with(self) instance_change(LeafBarEnergyObj,true); } MegaManWeaponSelectObj (persitent) CE: highlighted = true SE: if ( !p_m(x,y,WeaponSelectorobj) ) { highlighted = false; sprite_index = nothighlightMMw; } else if ( p_m(x,y,WeaponSelectorobj) ) { highlighted = true; sprite_index = HighLightMegaManWeapon; } LeafMegaManWeaponSelectobj CE: highlighted = false SE: if ( !p_m(x,y,WeaponSelectorobj) ) { highlighted = false; sprite_index = LeafHighlightedFalse; } else if ( p_m(x,y,WeaponSelectorobj) ) { highlighted = true; sprite_index = LeafHighlightedTrue; } WeaponSelectorObj SE: if ( kcp(vk_down) and p_m(MegaManWeaponSelectorobj) ) { x = LeafMegaManSelectorobj.x; y = LeafMegaManSelectorobj.y; } if ( kcp(vk_down and p_m(LeafMegaManWeaponSelectorobj) ) { x = MegaManSelectorobj.x; y = MegaManSelectorobj.y; } if ( p_m(x,y,MegaManWeaponSelectorobj) and kcp(ord("3")) ) { Stats1obj.MegaManPowerOn = true; with(MegaManWeaponSelectorobj) instance_destroy(); with(LeafMegaManWeaponSelectorobj) instance_destroy(); with(WeaponSelectorobj) instance_destroy(); room_goto(Stats1obj.roomindexnumber); with(self) instance_destroy(); } if ( p_m(x,y,LMMWso and kcp(vk_enter) and Stats1obj.LJB == true) ) { Stats1obj.LeafTicklerOn = true; with(MegaManWeaponSelectorobj) instance_destroy(); with(LeafMegaManWeaponSelectorobj) instance_destroy(); with(WeaponSelectorobj) instance_destroy(); room_goto(Stats1obj.roomindexnumber); with(self) instance_destroy(); } if ( p_m(x,y,LMMWso and kcp(vk_enter) and Stats1obj.LJB == false) ) { sound_play(error); } Link to comment Share on other sites More sharing options...
davyjonesfd Posted July 22, 2010 Report Share Posted July 22, 2010 I think this is really great thing because you have made rule that the game makers can chat but only for the game and the problem. They can't chat for the other things and can't discuss anything else. I like the rules and the concept. Link to comment Share on other sites More sharing options...
-Griffin Posted July 22, 2010 Report Share Posted July 22, 2010 I have this somewhere, full version. Should really look for somewhere to learn the codes from. Link to comment Share on other sites More sharing options...
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