autoadplayer changes + more

autoadplayer now spawns at a disabled object
also it doesn't blow up at y 480
also also more trial related changes (like not starting with missiles)
main
maylokana 4 years ago
parent a50c7e0557
commit ae3e0204b6

@ -5384,7 +5384,9 @@
</objects>
<objects name="TimeTrial">
<object>objects\oTrialSelect</object>
<object>objects\oTrialGoal</object>
<object>objects\oTrialLogic</object>
<object>objects\oTrialAutoad</object>
<object>objects\oTTrialSB</object>
</objects>
</objects>

@ -158,7 +158,7 @@ if (other.state == 60) {
<arguments>
<argument>
<kind>1</kind>
<string>aut = instance_create(592, 80, oAutoadPlayer);
<string>aut = instance_create(oTrialAutoad.x, oTrialAutoad.y, oAutoadPlayer);
cam = instance_create(x, y - 12, oAutoadCamera);
view_object[0] = cam;
active = 0;

@ -160,7 +160,7 @@ alarm[0] = 60;
if (hasmissile == 1) event_user(1);
}
moveTo(xVel, yVel);
if (y &gt; 480) state = 100;
if (y &gt; room_height+20) state = 100;
} // if (state != 100)
if (state == 100) {
expl = instance_create(x, y, oFXAnimSpark);

@ -25,11 +25,10 @@
<arguments>
<argument>
<kind>1</kind>
<string>sfx_play(sndMenuSel);
make_notification("New Item","Speed Booster Acquired",180,"","");
<string>sfx_play(sndMessage);
make_notification("New Item","Speed Booster Acquired",140,"","");
global.speedbooster = 1;
instance_destroy();
</string>
</argument>
</arguments>

@ -0,0 +1,48 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sBeamExpl</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>active = 0; // hide me!
// nothing actually exists in this object. it only exists to spawn an autoad
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>

@ -0,0 +1,72 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sEDSpike</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>visible = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="oCharacter">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>mus_change(musItemAmb);
oTrialLogic.timer_started = -1;
instance_destroy(); // done with this object so make it not exist
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>

@ -57,8 +57,8 @@ for (var r1 = 0; r1 &lt; 2; ++r1;){ // start a for loop
}
// and now that the failsafe is in let's go put info in
set_map_info(0,"First Steps",1,"Everyone has to start somewhere, right?",map0,-1);
set_map_info(1,"Wall-to-Wall",2,"A simple introduction to walljumping.",map1,-1);
set_map_info(0,"Test Room",1,"Delving into the code was a mistake",map0,-1);
set_map_info(1,"First Steps",1,"Everyone has to start somewhere, right?",map1,-1);
</string>
</argument>
</arguments>

@ -52,7 +52,33 @@
</views>
<instances>
<instance objName="oTrialLogic" x="160" y="608" name="inst_53D1F2D9" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid1" x="80" y="608" name="inst_FC571E5B" locked="0" code="" scaleX="26" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="32" y="608" name="inst_1903DEA6" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="160" y="608" name="inst_E94B1B0F" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="288" y="608" name="inst_9CE4BB20" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="416" y="608" name="inst_DA0EFE90" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="544" y="608" name="inst_B20F90A2" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="672" y="608" name="inst_2161881D" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="800" y="608" name="inst_4F72A255" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="928" y="608" name="inst_6E5AD724" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="1056" y="608" name="inst_C1FE7AC2" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="1184" y="608" name="inst_DC27B300" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="1312" y="608" name="inst_88133F91" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="1440" y="608" name="inst_875A27E0" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="1568" y="608" name="inst_8F51F4BB" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="1696" y="608" name="inst_81554F6A" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="1824" y="608" name="inst_4D5F33C4" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="1952" y="608" name="inst_9835573C" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="2080" y="608" name="inst_472BDD84" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="2208" y="608" name="inst_D321DD20" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="2336" y="608" name="inst_85049D5C" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="2464" y="608" name="inst_41B64F09" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid8x1" x="2592" y="608" name="inst_91C05CF8" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid2x1" x="2720" y="608" name="inst_D8F3F294" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid1" x="2752" y="608" name="inst_18817EE8" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid1" x="224" y="528" name="inst_99945A47" locked="0" code="" scaleX="2" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid1" x="176" y="448" name="inst_86960D22" locked="0" code="" scaleX="2" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oSolid1" x="224" y="368" name="inst_0F06DEAC" locked="0" code="" scaleX="2" scaleY="1" colour="4294967295" rotation="0"/>
<instance objName="oTTrialSB" x="176" y="560" name="inst_9BC68763" locked="0" code="" scaleX="1" scaleY="1" colour="4294967295" rotation="0"/>
</instances>
<tiles/>
<PhysicsWorld>0</PhysicsWorld>

@ -1,11 +1,15 @@
var room_ = map_info[5,sel];
load_character_vars();
// this is a mess and it's just so i can run the game
global.ingame = 1;
// set other vars outside of character_vars
global.missiles = 0;
global.maxmissiles = 0;
global.ingame = 1; // set global as "ingame"
// this is a mess of vars
global.save_x = 1;
global.save_y = 1;
global.myposx = 5;
global.mapoffsetx = 5;
global.myposy = 5;
global.mapoffsety = 5;
room_goto(room_);
// don't worry about it
room_goto(room_); // go to the room designated by the var

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