1. [blocks]<when[right ]key pressed>
<change x by( 6[/blocks]
2. [blocks]<when[left ]key pressed>
<change x by( -6[/blocks]
EDIT: 2. used to be 2.1.
Last edited by codyronaldcamp (2010-06-29 09:59:39)
Offline
Leeee, it's actually like this to make it right:
<when green flag clicked>
<forever>
<if>
<key[right arrow]pressed?>
<point in direction( 90 )>
<move( 3 )steps>
And the left arrow one is the same, except change direction from 90 to -90, and key left arrow pressed.
Last edited by DaGamez (2010-07-01 09:12:53)
Offline
DaGamez wrote:
Leeee, it's actually like this to make it right:
<when green flag clicked>
<forever>
<if>
<key[right arrow]pressed?>
<point in direction( 90 )>
<move( 3 )steps>
And the left arrow one is the same, except change direction from 90 to -90, and key left arrow pressed.
Yeah...
Otherwise motion is jerky.
Offline
This isn't a platformer. If you want to call it a platformer, there needs to be jumping...
Offline
And platforms.
Offline
juststickman wrote:
This isn't a platformer. If you want to call it a platformer, there needs to be jumping...
You know, I will be adding jumping soon.
Also, this is just for your character.
Offline
You can also use platforming bases - RHY3756547 has a good one that you can find here. Just edit the scripts, costumes, and maybe more, and you've got a platformer!
Offline
Chrischb wrote:
You can also use platforming bases - RHY3756547 has a good one that you can find here. Just edit the scripts, costumes, and maybe more, and you've got a platformer!
That one's good, but he said simple
Of course, he would still be able to handle it, but editing the script itself would be way too challenging.
Offline
Blade-Edge wrote:
Chrischb wrote:
You can also use platforming bases - RHY3756547 has a good one that you can find here. Just edit the scripts, costumes, and maybe more, and you've got a platformer!
That one's good, but he said simple
Of course, he would still be able to handle it, but editing the script itself would be way too challenging.
The scripts are tricky, yeah... but you can always just edit the costumes - that's what I would do.
Offline
Chrischb wrote:
Blade-Edge wrote:
Chrischb wrote:
You can also use platforming bases - RHY3756547 has a good one that you can find here. Just edit the scripts, costumes, and maybe more, and you've got a platformer!
That one's good, but he said simple
Of course, he would still be able to handle it, but editing the script itself would be way too challenging.The scripts are tricky, yeah... but you can always just edit the costumes - that's what I would do.
Hey, do you know whether Rhy used colour sensing in that project or just collision detection?
Offline
Blade-Edge wrote:
Chrischb wrote:
Blade-Edge wrote:
That one's good, but he said simple
Of course, he would still be able to handle it, but editing the script itself would be way too challenging.The scripts are tricky, yeah... but you can always just edit the costumes - that's what I would do.
Hey, do you know whether Rhy used colour sensing in that project or just collision detection?
Oops - I meant making a platformer by only changing the levels, not by changing the sensing type as well. ^_^
Offline
Blade-Edge wrote:
Chrischb wrote:
Blade-Edge wrote:
That one's good, but he said simple
Of course, he would still be able to handle it, but editing the script itself would be way too challenging.The scripts are tricky, yeah... but you can always just edit the costumes - that's what I would do.
Hey, do you know whether Rhy used colour sensing in that project or just collision detection?
He used "advanced" collision detection. Let me quickly sum it up... (may be slightly inaccurate):
After moving, positions are checked, the sprite goes back if there's a collision.
Offline
DaGamez wrote:
Leeee, it's actually like this to make it right:
[blocks]<when green flag clicked>
<forever>
<if>
<key[right arrow]pressed?>
<point in direction( 90 )>
<move( 3 )steps>[/blocks]
And the left arrow one is the same, except change direction from 90 to -90, and key left arrow pressed.
Remember, that was almost interrupting me because this is SIMPLE.
Also, if you want to be mean, get the blasting way OUT OF HERE.
Last edited by codyronaldcamp (2010-07-02 17:33:48)
Offline
juststickman wrote:
Blade-Edge wrote:
Chrischb wrote:
The scripts are tricky, yeah... but you can always just edit the costumes - that's what I would do.Hey, do you know whether Rhy used colour sensing in that project or just collision detection?
He used "advanced" collision detection. Let me quickly sum it up... (may be slightly inaccurate):
After moving, positions are checked, the sprite goes back if there's a collision.
Okay, so completely changing the sprites would be an available option then. Sounds good to me.
But adding attacks into that script would be tough.
Offline
Everyone, stop going off-topic.
This is simple.
I hate Scr--potatos!
EDIT 2: Looks like I was going into the past!
Last edited by codyronaldcamp (2010-07-04 15:15:01)
Offline
Blade-Edge wrote:
juststickman wrote:
Blade-Edge wrote:
Hey, do you know whether Rhy used colour sensing in that project or just collision detection?He used "advanced" collision detection. Let me quickly sum it up... (may be slightly inaccurate):
After moving, positions are checked, the sprite goes back if there's a collision.Okay, so completely changing the sprites would be an available option then. Sounds good to me.
But adding attacks into that script would be tough.
Nope
I've added them, wanna see? It's actually pretty simple.
If only I could find my memory stick...
Offline