| March 10 | |
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Hegemege Moderator
Number of posts : 919 Registration date : 2009-02-21 Age : 31 Location : Helsinki, Finland
| Subject: Re: March 10 Thu Mar 18, 2010 1:49 am | |
| a quite simple thing I would do is make the players levely chance if the player presses A or D and he is between the left and right border of the stairs sprite(do the opposite for the other stairs sprite). Then just add those green blocks to the "platform" after the end of the stairs.
player should automatically raise and lower when the levely is chanced, at least when going up. if the player doesnt descend when coming down the stairs, you need to chance players y also. You might need to add green blocks to the stairs if jumping bugs on the stairs. | |
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Commander~DEST Admin
Number of posts : 1499 Registration date : 2009-01-16 Age : 29 Location : Quispamsis, New Brunswick, Canada
| Subject: Re: March 10 Thu Mar 18, 2010 4:54 am | |
| should i just add green blocks that make up the stairs? I'll try this method first, then report back.
Edit: I tried it and it partially worked (surprisingly! i thought it would fail). Check it out, it's in the main game. | |
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Commander~DEST Admin
Number of posts : 1499 Registration date : 2009-01-16 Age : 29 Location : Quispamsis, New Brunswick, Canada
| Subject: Re: March 10 Thu Mar 18, 2010 5:00 am | |
| And I have a great idea for the Decrypter Gullesnuffs tried to make a while ago. It will work for sure. | |
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Hegemege Moderator
Number of posts : 919 Registration date : 2009-02-21 Age : 31 Location : Helsinki, Finland
| Subject: Re: March 10 Thu Mar 18, 2010 5:20 am | |
| Easy way to make the stairs more efficient this way is to make them squares so they dont "overlap" on x axis. This means that more objects are needed though but I think it's worth the try. player checks if there is this green block under him, if yes, then levely is the blocks y otherwise its the original levely. | |
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Commander~DEST Admin
Number of posts : 1499 Registration date : 2009-01-16 Age : 29 Location : Quispamsis, New Brunswick, Canada
| Subject: Re: March 10 Thu Mar 18, 2010 5:50 am | |
| I'll work on it. Anyway, the Decrypter worked. Clear the data file before you use it. | |
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Hegemege Moderator
Number of posts : 919 Registration date : 2009-02-21 Age : 31 Location : Helsinki, Finland
| Subject: Re: March 10 Fri Mar 19, 2010 2:52 am | |
| What does it actually do? | |
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gullesnuffs
Number of posts : 252 Registration date : 2009-05-06 Age : 30 Location : Stockholm, Sweden
| Subject: Re: March 10 Fri Mar 19, 2010 4:17 am | |
| Buxfix. For some reason I couldn't get it to work, what did you do to fix it? | |
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Commander~DEST Admin
Number of posts : 1499 Registration date : 2009-01-16 Age : 29 Location : Quispamsis, New Brunswick, Canada
| Subject: Re: March 10 Fri Mar 19, 2010 4:38 am | |
| It takes the save file, decrypts it and saves it in readable form. To operate, clear the file 'data.txt'. Then run the decryptor (lasts for less than a second). Then open 'data.txt' and voilĂ , the game information in readable form.
In reply to your question, gullesnuffs, I wrote it from scratch. I'm going to update it to include the features and interface your decrypted has though.
It only decrypts the save file, nothing else. I might go on to decrypt the achievement files. | |
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Neko Admin
Number of posts : 490 Registration date : 2009-02-22 Age : 28
| Subject: Re: March 10 Fri Mar 19, 2010 6:45 am | |
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Commander~DEST Admin
Number of posts : 1499 Registration date : 2009-01-16 Age : 29 Location : Quispamsis, New Brunswick, Canada
| Subject: Re: March 10 Fri Mar 19, 2010 7:39 am | |
| Well, you can use it as a debugging tool for saving/loading issues. Not much use more than that. But helpful in some situations. Gullesnuffs tried to make and wasn't able to do it, so I decided to compensate. | |
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| Subject: Re: March 10 | |
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| March 10 | |
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