Dimension Pixel [WIP]

Started by pixelator, July 12, 2016, 12:40:50 AM

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pixelator

Quote from: Shadeblast on July 17, 2016, 07:31:11 PM
Quote from: Mr. Pixelator on July 17, 2016, 07:25:41 PM
Quote from: Shadeblast on July 17, 2016, 07:21:51 PM
also, pixelator, didn't we met in GD wikia?
huh?

Um...

:verdigris:    ...Nooooooo...

ffs
i was TehBlastrX here
ask Vultarix
ask Shiny
ask everyone who known me

I was just kidding, and the Verdigris thing is something he says in this level.

moth 🦋


pixelator


i don't use this site anymore, please don't look at my posts

First Undertale, now GD, when are people going to learn that the game in favor is VVVVVV?

LafondaSaysMeow

Never



Except for me because I am a good contributor.
Not

pixelator

So...
I still have that problem with the Final Level entry.

Shadeblast

i hope that this level is gonna be good
dimension blast is greater

CreepiX

Try ifcrewmates(number,scriptname). I'm not sure if this command exist, but it's worth trying.

Dav999

Quote from: CreepiX on July 18, 2016, 11:25:32 AM
Try ifcrewmates(number,scriptname). I'm not sure if this command exist, but it's worth trying.
Nope, that doesn't exist. The only way to do that is by using flags.

pixelator

Well, I might have done something stupid, which was make a continuous chain of scripts with ifflag, which eventually led to the warp unlocking script.

LafondaSaysMeow

#40
At the start of the level, turn on the same amount of flags as the amount of crewmates required. (Since I think that is what you mean. I haven't played the level yet   :victoria:)

When you rescue a crewmate, turn one of those flags off.

At the unlocking script (the one asking for crewmates), make it so that if you have one of those flags, then permission is denied. But after those ifflags will be the unlocking sequence.

Quote from: Mr. Pixelator on July 18, 2016, 01:42:53 PM
Well, I might have done something stupid, which was make a continuous chain of scripts with ifflag, which eventually led to the warp unlocking script.
That might work, but it is harder to do. Wait, do you have it working now?

pixelator

#41
Quote from: LafondaSaysMeow on July 18, 2016, 01:46:27 PM
At the start of the level, turn on the same amount of flags as the amount of crewmates required. (Since I think that is what you mean. I haven't played the level yet   :victoria:)

When you rescue a crewmate, turn one of those flags off.

At the unlocking script (the one asking for crewmates), make it so that if you have one of those flags, then permission is denied. But after those ifflags will be the unlocking sequence.

Quote from: Mr. Pixelator on July 18, 2016, 01:42:53 PM
Well, I might have done something stupid, which was make a continuous chain of scripts with ifflag, which eventually led to the warp unlocking script.
That might work, but it is harder to do. Wait, do you have it working now?

No, the chain of scripts just kept the cutscene bars on and did nothing else.
And when I use ifflag(x,stop) the cutscene bars stay on.
But, it does work properly if all the flags are off! Yay!
So, I'm releasing the update now. However, you'll have to restart from the beginning of the level to ensure that all the flags are turned on.
(Did you notice that I add a new head at the end of the original post with every update?)

pixelator

#42
Okay, now I have yet ANOTHER problem.  :P

In the Final Level, I'm trying to make a crewmate (created with createcrewman) turn to face Viridian. The first few times it worked. Then I tried to change something, and then went back and undid that change, but when I tested it again, the crewmate wouldn't turn around! This has not worked since then. What should I do?

LafondaSaysMeow

can you show us the script please?

pixelator

Quote from: LafondaSaysMeow on July 20, 2016, 01:32:23 PM
can you show us the script please?

Fine, but it may spoil stuff.

script1:

say(-1,red)
text(1,0,0,4)
say(32)
text(gray,125,150,2)
And then the main control panel
started spouting out weird errors...
speak_active
endtext
squeak(red)
text(gray,125,150,2)
And then the ship just dumped us
all here.
speak_active
endtext
squeak(yellow)
text(gray,50,160,1)
Very interesting.
speak_active
endtext
squeak(red)
text(gray,125,160,1)
Hey, who's that up there?
speak_active
endtext
delay(15)
changedir(gray,0)
delay(15)
squeak(yellow)
text(gray,50,160,1)
Oh, hi, Viridian!
speak_active
endtext
endcutscene()
untilbars()
loadscript(stop)