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Development => Finished Games => Topic started by: francot514 on December 24, 2014, 05:33:24 pm

Title: Christmas Run - Merry Chistmas to You!!!
Post by: francot514 on December 24, 2014, 05:33:24 pm
Hi, i wan to post this little game, becuase of the Merry Chistmas. Have a good day.

(http://oi62.tinypic.com/2vxp252.jpg)


Download here: http://www.mediafire.com/download/a8jx87wtgrjjuxf/ChistmasRun.rar
Title: Re: Christmas Run - Merry Chistmas to You!!!
Post by: Goombert on December 24, 2014, 09:29:20 pm
Haha, this is actually pretty good francot. I like the sound effects too they remind me of Super Mario 64 Cool Cool mountain. The only real issue I have is the walking, the friction is really stiff and I literally had to jump my way through the level.

Anyway, your game lifted my spirits, thanks for sharing! I hope you are having a nice holiday season too!  (Y)
Title: Re: Christmas Run - Merry Chistmas to You!!!
Post by: francot514 on December 25, 2014, 07:11:21 pm
Quote
The only real issue I have is the walking, the friction is really stiff and I literally had to jump my way through the level.

You mean the move speed?? or walking animation?? what buttom youre using for jump, i forgot to say space is little jump and up arrow is big jump...
Title: Re: Christmas Run - Merry Chistmas to You!!!
Post by: Goombert on December 25, 2014, 09:04:42 pm
Yes sort of, it seems like the player is stuck, or is it just that you're intended to jump to move? It's possible to get stuck in a wall as well and the player won't move, like in my screenshot. Also space creates more blocks for me and does not jump.

(http://i.imgur.com/MUtbBge.png)
Title: Re: Christmas Run - Merry Chistmas to You!!!
Post by: francot514 on December 26, 2014, 03:36:54 pm
How do you get edit that without having access to soruce?? if you can help me to check the code for move:

Code: [Select]
if dead=false
{
// Water
if place_meeting(x,y,obj_water){swim=true} else {swim=false}
// Gravity
if swim=false{ // No gravity in the water!
if place_free(x,y+1){gravity = 0.5} else {gravity = 0} // If there's nothing below me,i fall
gravity_direction = 270 friction = 0} // the gravity points down...
else
if swim=true
{gravity = 0.2 gravity_direction = 90 friction = 0.1} // So that the player floats and the friction is for making the
// difference between water and air,the movement should be more difficult
// Movement
if keyboard_check(vk_left) && place_free(x-4,y)
{
x-=4
sprite_assign(spr_player, spr_player2);
} // Going left if there's no obstacle at 4 pixel per step.
if keyboard_check(vk_right) && place_free(x+4,y)
{
x+=4
sprite_assign(spr_player, spr_player1);

} // Going right
if keyboard_check_pressed(vk_up) && !place_free(x,y+1){vspeed=-7} // Jumping if something's under my feets
if keyboard_check(vk_up) && place_meeting(x,y,obj_water)
{
{vspeed-=0.7} //Going out of water
sound_play(s_jump);

}
if keyboard_check(vk_down) && place_meeting(x,y,obj_water) && !place_meeting(x,y+5,obj_solid){vspeed+=0.9} // Diving
// wall jumping right
if place_meeting(x+3,y,obj_solid) &&
keyboard_check_pressed(vk_up) &&
keyboard_check(vk_right) && can_walljump_r = 1 &&
place_free(x,y+1){
vspeed =-6; // All this means:If there's a wall at the right,if the right key is pressed and if up is used..
can_walljump_r = 0;
can_walljump_l = 1;
sprite_assign(spr_player, spr_player1);
} // Forces the player to switch side so that he doesn't jump on the same wall.
// wall jumping left
if place_meeting(x-3,y,obj_solid) &&
keyboard_check_pressed(vk_up) &&
keyboard_check(vk_left) && can_walljump_l = 1 &&
place_free(x,y+1){
vspeed =-6;
can_walljump_r = 1;
can_walljump_l = 0;
sprite_assign(spr_player, spr_player2);
} // Same as wall jumping right but at left side
// grid snapping
if place_meeting(x,y+1,obj_hblock) || place_meeting(x,y+1,obj_slope_1){
move_snap(1,1)} else {move_snap(4,1)}
// Slope /
if keyboard_check(vk_right){if place_meeting(x+1,y,obj_slope_1){
if place_free(x+1,y-1){x+=2 y-=2}}}// Climbing up
if keyboard_check(vk_left){if place_meeting(x-1,y,obj_slope_1){
if place_free(x-1,y-1){x-=2 y-=2}}}// Going down
if keyboard_check(vk_nokey){if place_meeting(x+1,y+1,obj_slope_1){x-=1}}// Sliping down
// Slope \
if keyboard_check(vk_left){if place_meeting(x-1,y,obj_slope_2){
if place_free(x-1,y-1){x-=2 y-=2}}}// Climbing up
if keyboard_check(vk_right){if place_meeting(x+1,y,obj_slope_2){
if place_free(x+1,y-1){x+=2 y-=2}}}// Going down
if keyboard_check(vk_nokey){if place_meeting(x-1,y+1,obj_slope_2){x+=1}}// Sliping down
}

if y > 480
{room_restart()}
// Death
if dead=1{vspeed=-1 gravity=0 gravity_direction=270 {if image_alpha>0 {image_alpha-=0.02} else {if instance_exists(obj_point){instance_destroy()}}}}/*
What's above adds a cool death effects.The player should look like going to heaven. ^^^This value is the dissapearing speed.*/
if place_meeting(x,y+vspeed,obj_water)&&!place_meeting(x,y-1,obj_water)&&vspeed>2
{repeat(20*vspeed) instance_create(x,y,obj_splash)}// Splash effect when plunging into water
Title: Re: Christmas Run - Merry Chistmas to You!!!
Post by: Goombert on December 27, 2014, 12:04:48 am
Ahhh, I don't know try downloading your exe and see for yourself, space is creating blocks. Perhaps you have a different version than the one you compiled?
Title: Re: Christmas Run - Merry Chistmas to You!!!
Post by: Josh @ Dreamland on December 27, 2014, 12:30:15 am
Not a bad start. One point of advice: check if a sound is playing before playing it again ([snip=edl]sound_isplaying(snd_jump)[/snip] should give you what you want). Alternatively, if you prefer, stop the sound before playing it again. It will prevent the sound from adding in on itself until it's loud to the point of clipping.
Title: Re: Christmas Run - Merry Chistmas to You!!!
Post by: francot514 on December 28, 2014, 07:52:57 pm
I will check for the sound stuff, but i want to ask, if there is any way to port to Android using Enigma, right now im starting with developtment on this platform...