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Message
~Zigzag~
Registered 13/03/2007
Points 292
22nd November, 2007 at 02:04:57 -
I made a jump pad with that as well.
http://www.SilverNova.co.uk
erghhhhx
Registered 15/11/2007
Points 311
22nd November, 2007 at 07:43:21 -
So the ladder must be an active object?
Thanks for answer.
n/a
viva/volt Awesome SauceRegistered 26/08/2006
Points 1694
23rd November, 2007 at 06:57:22 -
One correction on ZigZag's code, X object is jumping needs to have X object is falling too .
http://bfollington.tumblr.com
erghhhhx
Registered 15/11/2007
Points 311
23rd November, 2007 at 08:56:10 -
I've got problems with getting the animations to work.
When I stop, the "hero" keeps the walkanimation. How to.?.
http://imageposter.com/uploads/get/99168 <-- Screenshot Edited by the Author.
n/a
markno2
Registered 06/06/2006
Points 865
23rd November, 2007 at 09:04:20 -
I'm not sure but I believe that "active is stopped" only works when you're using a default movement. Change the code to something like this:
Negate: User is holding right direction
Negate: User is holding left direction
Object overlapping obstacle
---> Change animation to stopped.
Discarded pizza boxes are an indispensable source of cheese.
erghhhhx
Registered 15/11/2007
Points 311
23rd November, 2007 at 11:13:37 -
Thanks, it works fine.
n/a
~Zigzag~
Registered 13/03/2007
Points 292
23rd November, 2007 at 17:34:52 -
Oops...
http://www.SilverNova.co.uk
erghhhhx
Registered 15/11/2007
Points 311
25th November, 2007 at 07:30:24 -
Argh.. is it not possible to make an active objekt an obstacle when using the PMO?
n/a
Hempuli Crazy?
Registered 09/01/2005
Points 7968
25th November, 2007 at 14:07:08 -
Yes, set
-Test for obstacle overlap
+(hero) collides with (activeobject)
-> Selected object overlaps as obstacle.
No sig for you.
erghhhhx
Registered 15/11/2007
Points 311
25th November, 2007 at 17:48:20 -
Hrm, ok it worked.
Another thing... When i save the game as an application, non of the sound/music is in it.?.
n/a
~Zigzag~
Registered 13/03/2007
Points 292
25th November, 2007 at 18:10:34 -
Make the music external, that always works better for me.
http://www.SilverNova.co.uk
erghhhhx
Registered 15/11/2007
Points 311
25th November, 2007 at 18:17:28 -
1. What does that mean?
2. It seems I can only use "play sample"-function, and not "play music". So I have to loop my wav-musicfiles as samples?
n/a
DaVince This fool just HAD to have a custom ratingRegistered 04/09/2004
Points 7998
26th November, 2007 at 03:34:11 -
1. External means "not internal". It won't be packed in the final mfa or exe, but rather as a seperate file.
2. "Play sample" handles digital music in MMF2, like OGG music. Use "play music" for MIDIs only.
3. Yeah, you should then loop that specific "sample".
4. DO NOT USE WAV. Convert them to OGG or something, it makes the files (and your game's file size) so much smaller and MMF2 supports them natively.
Old member (~2004-2007).
erghhhhx
Registered 15/11/2007
Points 311
26th November, 2007 at 10:06:53 -
Well, the music aint midi and I won't ruin it by converting.
But about ogg's, how do I convert my wavs?
n/a
AndyUK Mascot ManiacRegistered 01/08/2002
Points 14586
26th November, 2007 at 10:20:03 -
Using Goldwave. Which has a rather lengthy free trial.
If your music wont play after making it an application you might have forgotten to add sound 'filters' look in properties.
.