10-05-2014, 02:23 AM
(This post was last modified: 10-05-2014, 07:36 AM by TrinitroMan.)
(10-04-2014, 02:08 PM)Midi Wrote: I think I see your problem. You're setting stomp to 1 if it's at 0, but then never setting it back to 0 before it goes to what I assume is the code that tells him to start throwing an enemy. You really should comment your code more, though.Well, there isn't really much to comment in the first place. I could try, though:
Code:
//Movement Code
if fly = 0
and ready = 0
and throw != 1
and throw != 3
and defeated = 0
{
if hitpoints <= 2
{
if stomp = 0
{
move_towards_point(obj_mario.x,192,3) //Fly towards the ground, where the player stands
stomp = 1 //In a straight line
}
if hspeed > 0
direct = 1
if hspeed < 0
direct = -1
if ballcounter > 0
ballcounter += -1
if ballcounter <= 0
{
if stomp = 0
{
alarm[7] = 1 //Time to drop
ready = 1
throw = 3
ballcounter = 1
vspeed = 0
hspeed = 0
}
else
ballcounter = 0
}
}
else
{
//Code that has nothing to do with the problem
}
}
Oh, and I forgot to post the Alarm[2] code:
Code:
if y <= 64
{
vspeed = 0
hspeed = 0
stomp = 0
if muteki = 0
alarm[9]=30
}
else
{
if muteki = 1
and hitpoints = 1
{
if y <= 64
{
vspeed = 0
hspeed = 0
stomp = 0
if muteki = 0
alarm[9]=30
}
else
{
vspeed = -3
alarm[2] = 1
}
}
else if stomp = 2
{
if y <= 64
{
vspeed = 0
hspeed = 0
stomp = 0
alarm[9]=1
}
else
{
vspeed = -3
hspeed = 0.5*direct
alarm[2] = 1
}
}
}
EDIT: After more rewriting, the stomping and dropping finally works correctly. Sadly, I have discoved a very serious bug, which already was there for quite a while, but which I haven't noticed until today: The music doesn't loop.
Gonna address that bug at MFFA and see, if someone finds a solution to the problem.