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Forums » Game Design » Help » Ready, STeady, GO! (i know im supposed to use a abort coe...but...)
Ready, STeady, GO!
ZaeDate: Friday, 2009-01-09, 2:24 Am | Message # 1
~Bladed Glory~ & king of Nightmares!
Group: Moderators
Messages: 138
Reputation: 1
Status: Offline
im trying to make it before-game there is a functin where it goes 'Ready' 'Set' and 'go'. i thought i had it alright;

Code
Information about object: Next_level

Sprite: <no sprite>
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>

Create Event:
set variable level_start to 0
set Alarm 5 to 0

Alarm Event for alarm 5:
play sound Game Beginning; looping: false
sleep 6000 milliseconds; redrawing the screen: true
if level_start is equal to 1
        sleep 3000 milliseconds; redrawing the screen: true
if level_start is equal to 2
        sleep 3000 milliseconds; redrawing the screen: true
if level_start is equal to 3
        sleep 3000 milliseconds; redrawing the screen: true
if level_start is equal to 4
        sleep 1000 milliseconds; redrawing the screen: true
destroy the instance

Draw Event:
set the font for drawing text to font_levelcomplete and align center
set the drawing color to 16777215
if level_start is equal to 1
        at position (0,0) draw text: Ready
if level_start is equal to 2
        at position (0,0) draw text: Steady
if level_start is equal to 3
        at position (0,0) draw text: Seriously?
if level_start is equal to 4
        at position (0,0) draw text: Go!

The variable game_beginning is what i used as the controller

Can anyone tell me what i did wrong?

someone told me on the GMC i have to use an 'stop code' or something like that

But i dont know what that is


All hail the bunnies!

Message edited by Zae - Friday, 2009-01-09, 3:46 Am
 
ZaeDate: Friday, 2009-01-09, 7:36 Am | Message # 2
~Bladed Glory~ & king of Nightmares!
Group: Moderators
Messages: 138
Reputation: 1
Status: Offline
cmon, SOMEONE must know how to fix this?

All hail the bunnies!
 
billyroDate: Friday, 2009-01-09, 10:27 Am | Message # 3
Game Maker
Group: Moderators
Messages: 248
Reputation: 8
Status: Offline
I can help.
create an object and call it "ready_set_go" and make a variable in the create event and call it "part" and set it to 0. in the create event also put alarm 0 to 90 (remeber that 30 steps = 1 second if the room speed is 30)
create the alarm 0 event and put this code in it.
Code
if part=0
{part=1 alarm[0]=90 exit;}
if part=1
{part=2 alarm[0]=90 exit;}
if part=2
{part=3 alarm[0]=90 exit;}
if part=3
{instance_destroy() exit;}

then make a draw event and make this code
Code
draw_set_font(font_readysetgo)
draw_set_color(c_yellow)
draw_set_halign(fa_center)
draw_set_valign(fa_center)
if part=1
{draw_text(room_width/2,room_height/2,"Ready")}
if part=2
{draw_text(room_width/2,room_height/2,"Set")}
if part=3
{draw_text(room_width/2,room_height/2,"Go!")}

that should make it work, just put the object "ready_set_go" in every room.

EDIT: also, do you want to not be able to move while there is ready set go? and the enemies not move either?






Message edited by billyro - Friday, 2009-01-09, 10:29 Am
 
ZaeDate: Friday, 2009-01-09, 11:08 Am | Message # 4
~Bladed Glory~ & king of Nightmares!
Group: Moderators
Messages: 138
Reputation: 1
Status: Offline
yes, yes please. at the start, can you make the 'ready set go' start earlier. i just think it should start a second after the theme song, not 3 second's after
but you can keep the 3 second interval
thnx in advance biggrin youve been a great help!

All hail the bunnies!

Message edited by Zae - Friday, 2009-01-09, 11:22 Am
 
billyroDate: Saturday, 2009-01-10, 2:55 Am | Message # 5
Game Maker
Group: Moderators
Messages: 248
Reputation: 8
Status: Offline
ok then, change the alarm 0 event to this:
Code
if part=0   
{part=1 alarm[0]=30 exit;}   
if part=1   
{part=2 alarm[0]=90 exit;}   
if part=2   
{part=3 alarm[0]=90 exit;}   
if part=3   
{instance_destroy() exit;}

and to make everything stop while its ready set go just put
instance ready_set_go = 0

exit event

before the events. EXAMPLE: put this before the other events in pacman's keyboard events and put it in the enemies step event.






Message edited by billyro - Saturday, 2009-01-10, 2:56 Am
 
Forums » Game Design » Help » Ready, STeady, GO! (i know im supposed to use a abort coe...but...)
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