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Thread: Platform troubles.

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    Platform troubles.

    I have a couple of bugs I am not sure how to fix:

    -when you just he starts to shoot down
    -after you just and stay still he just shoots down
    -I don't know how to keep the gun when the frame changes

    Also:
    is there a way to make him invisible while flashing [like most games do]?

    File:
    http://rapidshare.com/files/231233115/Application.mfa.html

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    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    Re: Platform troubles.

    Quote Originally Posted by JaJitsu
    I have a couple of bugs I am not sure how to fix:

    -when you just he starts to shoot down
    -after you just and stay still he just shoots down
    -I don't know how to keep the gun when the frame changes

    Also:
    is there a way to make him invisible while flashing [like most games do]?

    File:
    http://rapidshare.com/files/231233115/Application.mfa.html
    I don't have time to look at your file now, but I will tomorrow if you still need help. In the meantime:

    1. Double-check your animations.
    2. You can use a global value to keep your gun in all frames you choose.
    3. Set semi-transparency on in the visibility options when you want him to flash.

    Hope this helps a little.

    stephen1980
    _____________________________________________
    Nivram's Examples -Need extensions? Send me a PM.-


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    Re: Platform troubles.

    The flash i have down. is there a way to not lose heath while he is flashing?

    another thing i forgot to add was is there a way to have the bullet only go for a certain distance, cause right now it goes all the way across the frame.

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    Re: Platform troubles.

    Yes,

    use a global value like the following:

    Every 1 Second --> substract 1 from global value "NoDamage" (Create that Value before in your application properties!)

    Whatever does damage hit's your player --> Set 5 to global value "NoDamage"

    Now Modify your events that does damage to your player and add a new condition:

    "NoDamage" <= 0

    This means only if that value is 0 or lower you will take damage, if you just got hit it will be 5 and every second the value decreases by 1. So 5 seconds in total you will not receive any damage. Change that to your needs.

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    Re: Platform troubles.

    Quote Originally Posted by JaJitsu
    another thing i forgot to add was is there a way to have the bullet only go for a certain distance, cause right now it goes all the way across the frame.
    You could set an alterable value on your bullet object before it is created, and always subtract a value from it.

    stephen1980
    _____________________________________________
    Nivram's Examples -Need extensions? Send me a PM.-


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    Re: Platform troubles.

    Quote Originally Posted by maVado
    Yes,

    use a global value like the following:

    Every 1 Second --> substract 1 from global value "NoDamage" (Create that Value before in your application properties!)

    Whatever does damage hit's your player --> Set 5 to global value "NoDamage"

    Now Modify your events that does damage to your player and add a new condition:

    "NoDamage" <= 0

    This means only if that value is 0 or lower you will take damage, if you just got hit it will be 5 and every second the value decreases by 1. So 5 seconds in total you will not receive any damage. Change that to your needs.
    Alright i did all this but after getting hit once i can no longer get hit.

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    Re: Platform troubles.

    Check the advanced platform example on my site. I'm pretty sure that I covered this (but I forget... and again, I'm at work so I can't check.)

    If not I'll whip it up and add it in tonight when I get home.


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    Re: Platform troubles.

    Quote Originally Posted by stephen1980
    Quote Originally Posted by JaJitsu
    another thing i forgot to add was is there a way to have the bullet only go for a certain distance, cause right now it goes all the way across the frame.
    You could set an alterable value on your bullet object before it is created, and always subtract a value from it.

    stephen1980
    I don't quite understand. After i do this it doesn't shoot at all. it just flashes really quick.

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    Re: Platform troubles.

    as for bullets not going the whole frame, do something like this:

    Number of bullets >= 1
    +Every .01 seconds (or you can use 'always' but I prefer timers.) --->
    Add 1 to Bullet(Alt Val A)


    and then another:
    Bullet(Alt Val A) > 50 -->
    Destroy Bullet

    Change the 50 to whatever distance you want. This should get your bullets to destroy at a distance of your liking.

    I find that subtracting from Alt Values tends to cause more problems than its worth, because they aren't limited like a counter object so they can go negative - which is why I'm Adding to the counter.

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    Re: Platform troubles.

    How about just:

    *Bullet is reaching windows edge (0)
    -Destroy bullet

    or use the Advanced Direction object and compare distance between points.

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