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MaGMML2 - Rules + Discussion. JUDGING BEGINS, LEVELS BEING ACCEPTED W/ LATE PENALTIES
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Entity1037 Online
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Post: #121
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(21-12-2016 01:25 PM)CosmicGem Wrote:  
(21-12-2016 04:30 AM)WarioGuy Wrote:  So, how do you add a background music in a level? I finished a level and it just needs music.

Get a .ogg file for the song and put it in the same folder as the MaGMML gm81.
Then go into the creation code for the room (In the "Settings" tab) and put
"playMusic("YourFileName.ogg", loop, [true/false] volume"); [this should be from 0 to 1]
setMusicLoop(where your loop starts, where your loop ends);

Example

playMusic("Cutman.ogg",true,1);
setMusicLoop(4/85,80.2/85);


(:/ Sorry if this is wrong...)

You should actually use setLevelMusic instead of playMusic and setMusicLoop. So:

setLevelMusic(music, loops(true/false), volume, loop start, loop end);

The other way can work, but might cause a few errors like when you beat a boss and it tries to set the music to the previous stage music that was playing.

Programming a thing, ba da baa, programming a thing, ba da baa...
(This post was last modified: 21-12-2016 04:01 PM by Entity1037.)
21-12-2016 04:00 PM
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SnoruntPyro Offline
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Post: #122
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
The devkit has finally been updated! Here's the changelog if you're curious.
23-12-2016 03:15 AM
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Kallisto Offline
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Post: #123
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Memes (kills you)

What?
23-12-2016 11:29 AM
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SnoruntPyro Offline
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Post: #124
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(23-12-2016 11:29 AM)Kallisto Wrote:  Memes (kills you)

What?

It's a reference to the original MaGMML1 stream, where everyone yelled at Flashman to PRESS 2 (the suicide key) whenever he got stuck
23-12-2016 03:32 PM
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Kallisto Offline
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Post: #125
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(23-12-2016 03:32 PM)SnoruntPyro Wrote:  
(23-12-2016 11:29 AM)Kallisto Wrote:  Memes (kills you)

What?

It's a reference to the original MaGMML1 stream, where everyone yelled at Flashman to PRESS 2 (the suicide key) whenever he got stuck




(This post was last modified: 23-12-2016 07:11 PM by Kallisto.)
23-12-2016 07:10 PM
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MS30 Offline
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Post: #126
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
So, I'm toying with the engine and I have two problems (so far):

1: The sound effects seem to sound...weird. It's has this scratchy, slightly slow-paced noise whenever a noise appears like me shooting, landing, or getting it. It's pretty annoying. Can someone help me with this problem?

2: I encountered this issue when pushing the water test option on the stage select screen:

ERROR in
action number 1
of Step Event
for object objMM1SniperJoe:

Error in code at line 60:
xspeed = xs;
^
at position 19: Unknown variable xs


Any help and/or assistance will be appreciated, and I'll continue fiddling with this engine! ^_^
23-12-2016 09:14 PM
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lizardcommando Offline
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Post: #127
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
How do you export/import levels from the previous MaGMML2 builds to the latest one?
24-12-2016 03:30 AM
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Entity1037 Online
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Post: #128
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(24-12-2016 03:30 AM)lizardcommando Wrote:  How do you export/import levels from the previous MaGMML2 builds to the latest one?

If you go to the top-left and go to file > export, you can select the resources to export and export it into a separate game maker resource file. Then in the new build go to file > import, and then select the resource file you exported to.

Programming a thing, ba da baa, programming a thing, ba da baa...
(This post was last modified: 24-12-2016 04:29 PM by Entity1037.)
24-12-2016 04:28 PM
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lizardcommando Offline
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Post: #129
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Ah ok. Thanks!

Do you also need to go through the installer to use the latest build for the editor?
25-12-2016 01:27 AM
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Entity1037 Online
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Post: #130
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(25-12-2016 01:27 AM)lizardcommando Wrote:  Ah ok. Thanks!

Do you also need to go through the installer to use the latest build for the editor?

No? I mean once you have game maker installed you can just double click any .gm81 file and it'll open.

Programming a thing, ba da baa, programming a thing, ba da baa...
(This post was last modified: 25-12-2016 02:03 AM by Entity1037.)
25-12-2016 02:03 AM
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lizardcommando Offline
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Post: #131
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Thanks. I just wanted to double check.
26-12-2016 05:11 AM
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BBLIR Offline
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Post: #132
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
To be honest, I don't really like the slope standing sprites.

So I made my own.
(attached below)


Attached File(s) Image(s)
   
26-12-2016 03:05 PM
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SinclairStrange Offline
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Post: #133
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
This could be something I could get behind when I have some time off although I'd most likely would prefer to collab with someone as I've not used Game Maker in an absolute age and I like to work in teams on these types of projects.

We'll have to see but it does seem really fun! Any idea on the deadline though?
26-12-2016 06:09 PM
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SnoruntPyro Offline
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Post: #134
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(26-12-2016 06:09 PM)SinclairStrange Wrote:  Any idea on the deadline though?

Mid-February? I have no idea honestly. We're still in testing phase and there's some pretty significant bugs still sticking around, so it might take a while before the devkit is fully ready for submission period.
26-12-2016 06:47 PM
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Renhoek Offline
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Post: #135
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(26-12-2016 03:05 PM)BBLIR Wrote:  To be honest, I don't really like the slope standing sprites.

So I made my own.
(attached below)

Those slope sprites are neat and all but I think they're too... Rubbery? I think we should try and keep the characters resting pose as much as possible something similar to kirby or RM4MI
like so [Image: Iw1gapY.png][Image: 6UdrFIr.png]
27-12-2016 01:12 AM
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BBLIR Offline
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Post: #136
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
(27-12-2016 01:12 AM)Renhoek Wrote:  
(26-12-2016 03:05 PM)BBLIR Wrote:  To be honest, I don't really like the slope standing sprites.

So I made my own.
(attached below)

Those slope sprites are neat and all but I think they're too... Rubbery? I think we should try and keep the characters resting pose as much as possible something similar to kirby or RM4MI
like so [Image: Iw1gapY.png][Image: 6UdrFIr.png]
I redid the sprites, I hope I made them less rubbery.


Attached File(s) Image(s)
   
27-12-2016 04:47 PM
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SnoruntPyro Offline
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Post: #137
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
HEY GUYS WE UPDATED THE MAIN DEVKIT FINALLY YOU SHOULD DOWNLOAD IT IT'S REALLY SEXY NOW
29-12-2016 02:54 PM
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Beed28 Offline
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Post: #138
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
One thing I would like to see for people to use (unless it goes into the asset thread, but I already made one request in there); the bouncy bubble floor from Venus' stage in MMV. Would love to have a bouncy tile that doesn't keep you bouncing all the time and your bouncing on it degrades when you're not holding the jump button (although Mega Man's sprite does bob up and down while standing on it).
30-12-2016 12:30 AM
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betasword Offline
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Post: #139
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
Just out of curiosity, is there any way to do decent parallax scrolling backgrounds with this engine?
30-12-2016 04:39 PM
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Doctor Novakaine Offline
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Post: #140
RE: MaGMML2 - Rules + Discussion. TESTING OPEN!
I have to get set up with all the resources and stuff, but I really want to contribute. I enjoyed MAGMML1 a lot, and I bet the second's going to be better!

Is there an anticipated opening date? I know it's probably not set yet but if there's a general idea I want to make a note of it so that I give myself a reminder to check because I sometimes tend to forget things like this.
31-12-2016 02:38 AM
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