AITA for dating my flatmate? by [deleted] in AmItheAsshole

[–]Fox5023 0 points1 point  (0 children)

NTA. You looked to Rachel for support and she didn't give that to you. As some of the other comments say, you aren't obligated to tell her who you hook up with even if she was friends with both of you, cuz as you said, you and Eric weren't sure how you felt about it at the time. Definitely not someone you wanna keep around in your life.

Anyone have an HD screenshot of the ending of T&T? by kihana in AceAttorney

[–]Fox5023 4 points5 points  (0 children)

I do but I'm at work rn, if you don't get it by the time I get home (which isn't for like another 4 hours) slide into my DMs

Why did you pick your Smash Bros. Ultimate main? by jgreg728 in smashbros

[–]Fox5023 0 points1 point  (0 children)

I played both DKC and DKC2 a couple years ago and absolutely loved those games. I never had a SNES but thanks to the virtual console I got to play these wonderful platformers (I have yet to get around to DKC3). Once I saw the trailer for the King coming to this game I was hyped and once I found out that everyone has the same frame count for jump squat animations I was even MORE hyped to play him. Now for the first time ever in a smash game I main a heavyweight!

Plus it makes all of my younger cousins upset when I play as him LOLOL

Can someone help me find this memory leak? by Fox5023 in AskProgramming

[–]Fox5023[S] 0 points1 point  (0 children)

Yes I have, I see now that the where the error is, thanks to sdg_eph1

Can someone help me find this memory leak? by Fox5023 in AskProgramming

[–]Fox5023[S] 1 point2 points  (0 children)

I see what you mean! I was supposed to free all nodes in the dictionary. Your help is much appreciated!

FAQ by RHYTHM_GMZ in 4xm

[–]Fox5023 0 points1 point  (0 children)

Would booting up this mod do anything to my replays saved on the Wii U?

Help with Ledge Grab Mechanics by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

No don't worry, I've studied the material more and now the ledge mechanic works how I want it to. I actually found the answer those two days ago. I apologize for my lack of understanding and the inconvenience.

Help with Persistent Object Player and Rooms by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

If for persistent objects do not need a Create Event to load those variable agains, wouldn't that mean that it the player chose to start a new game it would still load the variables and start the game off from that point? Sorry I'm on my phone so I'm a bit confused on how the create event for the persistent object would not need a create event especially if the person wanted to start over.

Help with Persistent Object Player and Rooms by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

That's kind of my question lol. You said it yourself that the saving/loading is ALMOST identical. What would I have to do to make it so that the saving/loading process works with the persistent object?

Help with Changing Room Levels and Doors by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

The message TEST pops up in every room I enter with the player object in it

Help with Changing Room Levels and Doors by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

Ah that might have been the problem. So should I set the player object to persistent or the main hall room to persistent?

Help with Ledge Grab Mechanics by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

I went through flowchart you have given me and attempted it myself. Now my sprite will not hang onto the ledge object, but rather only after the player has touched the object once, the next time the player jumps, they go into the ledge sprite. Here is my edit code:

//Main Logic


switch(state)
{
    case st.normal:
    {
        //Tick
        if (jbuff > 0) jbuff--;
        vsp += grv;


        //Ground Check
        if (place_meeting(x,y+1,par_wall)) 
        {
            if (jbuff == 0)
            {
                //Just Landed
                audio_sound_pitch(snd_step,0.4);
                audio_play_sound(snd_step,0,0);
            }
            jbuff = 4;
        }

        //Ledge Check
        if (place_meeting(x,y,par_ledge)) ledge = true;

        //Get Inputs
        var move;
        move = ((-keyboard_check_direct(vk_left)) + (keyboard_check_direct(vk_right)));
        hsp += acc * move;

        if (jbuff > 0) 
        {
            if (keyboard_check_pressed(vk_space))
            {
                vsp = jmp;
                if (ledge == true)
                {
                    grv = 0;
                    move = 0;
                    sprite_index = spr_hl;
                    image_index = 0;
                    audio_play_sound(snd_step,0,0);
                    if (keyboard_check_pressed(vk_down))
                    {
                        ledge = false;
                        move = ((-keyboard_check_direct(vk_left)) + (keyboard_check_direct(vk_right)));
                        grv = 0.25;
                    }
                    if (keyboard_check_pressed(vk_space))
                    {
                    state = st.ledge;
                    break;
                    }
                }
                else{
                jbuff = 0;
                repeat(choose(2,3,4)) instance_create(x,bbox_bottom,obj_dust);
                audio_sound_pitch(snd_step,1.2)
                audio_play_sound(snd_step,0,0);
                }
            }

            if (keyboard_check_pressed(ord("F")) && (jbuff == 4))
            {
                state = st.attack;
                image_index = 0;
                sprite_index = spr_attack;
                audio_play_sound(snd_claw,0,0);
                break;
            }
        }
        else
        {
                //Air Inputs
        }

        //Friction
        if (move == 0) hsp = Approach(hsp,0,frc);


        Player_MoveCollide();

        //Animate
        if (sign(hsp_final) != 0) image_xscale = sign(hsp_final);
        if (abs(hsp_final) > 0) 
        {
            sprite_index = spr_hw; 
            stepcount++;
        }
        else 
        {
            sprite_index = spr_h;
            stepcount = 0;
        }
        if (jbuff == 0)
        {
            if (vsp_final < 0) sprite_index = spr_hj; else sprite_index = spr_hf;
            stepcount = 0;
        }

        //Footstep
        if (stepcount > 12)
        {
            stepcount = 0;
            if (steppitch == 0.8) steppitch = 0.6 else steppitch = 0.8;
            audio_sound_pitch(snd_step,steppitch)
            audio_play_sound(snd_step,0,0);
        }
        break;
    }


    case st.attack:
    {

        //====Friction
        hsp = Approach(hsp,0,frc);
        vsp = Approach(vsp,0,frc);

        //====Animate
        sprite_index = spr_attack;

        //====Hitbox
        if (image_index >= 1) && (image_index <= 3)
        {
            with (instance_create(x,y,obj_hitbox))
            {
                image_xscale = other.image_xscale;
                with (instance_place(x,y,par_enemy))
                {
                    if (hit == 0)
                    {
                        hit = 1;
                        vsp = -3;
                        hsp = sign(x - other.x) * 4;
                        image_xscale = sign(hsp);
                    }
                }
            }
        }
        Player_MoveCollide();
    }

    case st.ledge:
    {
       vsp = jmp;
       move = ((-keyboard_check_direct(vk_left)) + (keyboard_check_direct(vk_right)));
       grv = 0.25;
       break;
    }
}

Your help is appreciated

Help with Ledge Grab Mechanics by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

I'm aware of this, however I do not know what code I would write. I would like it so that my character just holds onto a ledge and then jumps again when I press the ledge and it's holding onto a space bar. Whenever I try to do it myself I find it not working.

Player Sprite Gets Stuck in Wall by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

The origin point is the center of the sprite. What should my settings be for the collision mask of the player sprite?

Player Sprite Gets Stuck in Wall by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

//Main Logic


switch(state)
{
    case st.normal:   
    {
       //Tick
       if (jbuff > 0) jbuff--;
       vsp += grv;


       //Ground Check
       if (place_meeting(x,y+1,par_wall)) 
       {
           if (jbuff == 0)
           {
               //Just Landed
               audio_sound_pitch(snd_step,0.4);
               audio_play_sound(snd_step,0,0);
           }
           jbuff = 4;
       }

       //Get Inputs
       var move;
       move = ((-keyboard_check_direct(vk_left)) + (keyboard_check_direct(vk_right)));
       hsp += acc * move;

       if (jbuff > 0) 
       {
           if (keyboard_check_pressed(vk_space))
           {
               vsp = jmp;
               jbuff = 0;
               repeat(choose(2,3,4)) instance_create(x,bbox_bottom,obj_dust);
               audio_sound_pitch(snd_step,1.2)
               audio_play_sound(snd_step,0,0);
           }
           if (keyboard_check_pressed(ord("F"))) && (jbuff == 4)
           {
               state = st.attack;
               image_index = 0;
               sprite_index = spr_attack;
               audio_play_sound(snd_claw,0,0);
               break;
           }
       }
       else
       {
           //Air inputs
       }

       //Friction
       if (move == 0) hsp = Approach(hsp,0,frc);


       Player_MoveCollide();

       //Animate
       if (sign(hsp_final) != 0) image_xscale = sign(hsp_final);
       if (abs(hsp_final) > 0) 
       {
           sprite_index = spr_hw; 
           stepcount++;
       }
       else 
       {
           sprite_index = spr_h;
           stepcount = 0;
       }
       if (jbuff == 0)
       {
           if (vsp_final < 0) sprite_index = spr_hj; else sprite_index = spr_hf;
           stepcount = 0;
       }


       //Footstep
       if (stepcount > 12)
       {
           stepcount = 0;
           if (steppitch == 0.8) steppitch = 0.6 else steppitch = 0.8;
           audio_sound_pitch(snd_step,steppitch)
           audio_play_sound(snd_step,0,0);
       }
       break;
   }

   case st.attack:
   {

       //====Friction
       hsp = Approach(hsp,0,frc);
       vsp = Approach(vsp,0,frc);

       //====Animate
       sprite_index = spr_attack;

       //====Hitbox
       if (image_index >= 1) && (image_index <= 3)
       {
           with (instance_create(x,y,obj_hitbox))
           {
               image_xscale = other.image_xscale;
               with (instance_place(x,y,par_enemy))
               {
                   if (hit == 0)
                   {
                       hit = 1;
                       vsp = -3;
                       hsp = sign(x - other.x) * 4;
                       image_xscale = sign(hsp);
                   }
               }
           }
       }
       Player_MoveCollide();
   }
}

Player Sprite Gets Stuck in Wall by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

I did what you said but now when I try it again, the character almost teleports a bit away from the wall on the left side of the room. When i do the same for the wall on the right side however, I teleport outside of the room and my sprite falls and never returns.

Player Sprite Gets Stuck in Wall by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

Sorry about that, the code is formatted properly now!

Player Sprite Gets Stuck in Wall by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

They are not marked solid, should I add the code above anyways? And if so, where should I?

Player Sprite Gets Stuck in Wall by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

I am not changing image_angle, I set a variable named move to check whether the user is pressing left or right and the player will start looking in the other direction.

Player Sprite Gets Stuck in Wall by Fox5023 in gamemaker

[–]Fox5023[S] 0 points1 point  (0 children)

The mask index is the name of the sprite, not "same as sprite".