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  1. It depends if you want the data to be saved when...

    It depends if you want the data to be saved when the game is closed.

    If so, use the INI object. If not, use a global value or make the counter a global object (in RunTime options).
  2. I always use Strings for text. It's easy to...

    I always use Strings for text. It's easy to create and manipulate text with it.

    I used Formatted Text when I was starting out, but that was a pain to use because Auto Vertical Scrollbar is enabled...
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    It looks like you can't completely get rid of the...

    It looks like you can't completely get rid of the waves, but Resample makes it much better.
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    You might be pressing Ctrl+S, which mutes the...

    You might be pressing Ctrl+S, which mutes the game's sound.

    This is a default menu bar option (the options can still be run with key presses). You can disable it by going into the menu bar...
  5. It certainly pushed the limits. He had to use...

    It certainly pushed the limits. He had to use Standard display mode instead of Direct3D because the sheer amount of full screen animations was causing some of the images to disappear (he posted a...
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    Special>Compare two general values

    Special>Compare two general values
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    It's not looping. It's being played multiple...

    It's not looping. It's being played multiple times when it should be played only once.

    This is probably because you have the sound action on a repeating event, one that repeats the actions while...
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    You can test for the text directly with the...

    You can test for the text directly with the "Compare two general values" condition (under Special).
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    Gamester's method will work for that. You just...

    Gamester's method will work for that. You just have to replace "Upon pressing 'Enter'" with "User taps on pause button" (or whatever the condition is called) and put all the things you want to pause...
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    If you absolutely want it to be a toggle button,...

    If you absolutely want it to be a toggle button, you'll have to use Gamester's method.
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    The only way to do a pause function is with a key...

    The only way to do a pause function is with a key toggle. Well, you can pause with anything, but it needs a keypress to resume.

    Here's a method I came up with that also pauses sound:

    Upon...
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    The security measures I heard about were...

    The security measures I heard about were effective. The Anaconda decompiler tool, the only one I know of, can't decompile Five Nights at Freddy's 3 (I personally haven't tried, but many others have)....
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    I had the feeling it might be. The only reason...

    I had the feeling it might be.

    The only reason it's frowned upon is because certain people distribute the .mfa files obtained by decompiling. I decompiled FNAF 1 and 2 because I wanted to learn...
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    I've decompiled that game, so I know exactly how...

    I've decompiled that game, so I know exactly how it works.

    The button has two values, A and B. A is how much the music box is wound (starts at 2000), while B is the unwinding cooldown time (sub 1...
  15. All the HUD stuff should go on a separate layer...

    All the HUD stuff should go on a separate layer above all the other layers with its scroll speed set to 0.
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    Hmm... It should keep looping until it's told to...

    Hmm... It should keep looping until it's told to stop. Perhaps there's a "Stop any sample" action somewhere or another event that plays the same sound.

    Pao, an "Only one action while event loops"...
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    The conditions and actions for the menu bar are...

    The conditions and actions for the menu bar are under "Special>Application menu", if that's what you mean.
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    You need to replace "Start of Frame" with...

    You need to replace "Start of Frame" with "MilkyWay is not playing". The way you have it now, it overwrites the current sound when it re-enters the frame.
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    Well, first you have to enable the "Play sounds...

    Well, first you have to enable the "Play sounds over frames" option in the application properties (under Runtime Options). Then, use the "Play sample" or "Play sample on a specific channel" action to...
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    If Fusion can detect button presses (I don't know...

    If Fusion can detect button presses (I don't know for sure because I've only worked with Windows EXE applications), then you can make a manual timer using a counter.
  21. Make a hit cooldown time using a counter. When...

    Make a hit cooldown time using a counter. When the player is attacked, set the counter to the amount of ticks (seconds*60) you want it to be flashing for. If the counter is greater than 0, subtract 1...
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    Since you want each image to have its own...

    Since you want each image to have its own position, you'll need one object for each. These can either be unique objects or duplicates.

    If you use unique objects, you'd have to copy the events...
  23. Collision between Char1 and Door + Collision...

    Collision between Char1 and Door + Collision between Char2 and Door > Next frame

    Right click on a condition > Insert allows you to add more conditions to an event. The event will run only when all...
  24. I fixed it. Here's what the events look like: ...

    I fixed it. Here's what the events look like:

    16806

    Also, I changed the Player object's movement to Static. The Eight Directions movement was allowing it to go offscreen.
  25. I didn't notice the bar before. It would have...

    I didn't notice the bar before. It would have been easier if I'd known about that. I'll probably use that in the final game.

    I'm still going to use a separate object for the animation, because I...
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    According to the most recent posts in the...

    According to the most recent posts in the Inventory object's thread, it hasn't been updated to 2.5 yet.
  27. I want the chair rotation animation to match the...

    I want the chair rotation animation to match the direction precisely, not just the four directions that the animation editor gives.

    I figured out how to do it on my own. I have a separate object...
  28. What you made isn't quite what I wanted, but it...

    What you made isn't quite what I wanted, but it helped me figure out how to do what I want.

    I came up with a solution: Repeat while "A" is pressed + Every 00"-08 > Set direction to Dir + 1; Repeat...
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    The condition by itself (icon is overlapping...

    The condition by itself (icon is overlapping slot>force animation frame of icon to 1) works as intended for me, so there must be something else going on that's changing the frame of all the...
  30. I thought about it a bit and tried some things...

    I thought about it a bit and tried some things out, and it looks like it could be doable if there was a way to get the current direction value of an object (not the animation direction, but the...
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    It worked! Thanks!

    It worked! Thanks!
  32. I want the player-controlled rotation to be able...

    I want the player-controlled rotation to be able to offset the wheel turning direction.

    For example, if the chair is facing forward and the wheels decide to turn 90 degrees to the left, the player...
  33. Is it possible to make two rotations affect direction?

    I had an idea for a game where the player would control the rotation and speed of a wheeled "spinny chair", trying to travel across a "track" of vinyl floor surrounded by carpet. The chair's wheels...
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    I'm stuck on 283.5. Whenever it tries to...

    I'm stuck on 283.5.

    Whenever it tries to install an update automatically, it says the file contains invalid data. When I do Check for Update, it doesn't download. The progress bar keeps going back...
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