RayFan9876 wrote:Rayrobi wrote:Thanks for telling me about that problem!


I mean thanks for telling me that there were spelling problems. I though that it spelled missle before.
Shrooblord wrote:And with image_xscale I meant the actual function with the name image_xscale. Look it up in the GM help. Basicly, it allows you to stretch the image along one axis, squashing it. As seen in Rayman 2, the bullets from the Robo-Pirates do actually squash and stretch in both ways as they fly by. I was just suggesting you achieve the same effect simply by using those to variables. I could help you with that if you want, but if it only works in Pro, you won't be able to run the game anymore from within your editor. xD
How do you mean "it didn't seem to work after a lot of time"? Did your Pro Version suddenly lose its license?! You should contact the people at YoYoGames. They're sure to help out. You can always try it at the GM Community.
As far as the design goes, I meant I could attempt to draw some nice sprites for you if you'd like that.
And for uploading, I suggest MediaFire or Host-A-Hosting; especially since it's such a small file.
As for the bullets, i was using a pretty unlogical way, since i had no other idea as a game maker "newbie". I used many paths (24) at each 15 degrees rendered to many bullets, and i used image_angle at the shooting. Something like this i've done:
The shell automaticly rotates 5 degrees if the right or left being pressed.
This is inside shell2's step event:
Code: Select all
direction = image_angle
if keyboard_check(vk_left)
{
image_angle += 5
}
if keyboard_check(vk_right)
{
image_angle -= 5
}
if image_angle < 1
{ image_angle= 360 }
if image_angle > 719
{ image_angle= 360 }
if global.time2 < 15
{ global.time2 += 1 }
The last two lines stand for the shooting. If the time = 15, so 15 steps has been done, a bullet can be shot. If a bullet shot the variable time2 resets.
This is inside the shell2's Press Enter event:
Code: Select all
if global.time2 = 15
{ global.time2 = 0
sound_play(shot)
if image_angle = 0
{instance_create(shell2.x+0,shell2.y+8,bul02)
}
if image_angle = 5
{instance_create(shell2.x+0,shell2.y+8,bul02)
if image_angle = 10
{instance_create(shell2.x+0,shell2.y+8,bul152)
}
The numbers in the bullet stand for these:
bul - bullet
0 / 15 / 30 - angle in degrees in the direction the bullet goes.
2 - number of the shell that uses the bullet.
I was mad enough and made this until 720 degrees. Because if shell's image angle goes under 0 or above 720 it resets to 360, so the bullets will be generated even if the shell rotated 3-4 times around itself.
I guess there are more logical ways to do that.
As for the pro version:
When i bought it i could perfectly install it on my laptop, though i couldn't handle it back then. So then i uninstalled it, and later, when i had patience ( about a few months later ) i attempted to install it again, but the installer didn't seem to startup. I tried to run it manually - without a success again.
If you want to contribute, i may upload it at some time, although i'm working on another mode.