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I may have a solution to our delima!

2 replies · 1,239 views · Started 03 August 2006

if the functions and arguments in game maker (GM6) are compatible with allegro, we may be able to add an item we all wanted, or even more!

Roc's Feather
if !jumping and moveable and item=1 and !swimming
{
jumping=1;moveable=0;
sound_play(Jump)
switch (sprite_index) {
case sprLinkD: image_index=0; break;
case sprLinkU: image_index=0; break;
case sprLinkL: image_index=0; break;
case sprLinkR: image_index=0; break;
}
switch (sprite_index) {
case sprLinkD: sprite_index=sprLinkJumpD; break;
case sprLinkU: sprite_index=sprLinkJumpU; break;
case sprLinkL: sprite_index=sprLinkJumpL; break;
case sprLinkR: sprite_index=sprLinkJumpR; break;
}
}

Lifting
[SIZE=1]if instance_exists(holding_pot) {
(holding_pot).alarm[0]=10
(holding_pot).speed=4+((global.facing!="U"😉*2) //Slow it down if it's going up, for the 2.5-D effect
sound_play(Throw)
switch global.facing {
case "D": sprite_index=sprLinkThrowD; (holding_pot).direction=270; break;
case "U": sprite_index=sprLinkThrowU; (holding_pot).direction=90; break;
case "L": sprite_index=sprLinkThrowL; (holding_pot).direction=180; break;
case "R": sprite_index=sprLinkThrowR; (holding_pot).direction=0; break;
}
holding_pot=99999
image_index=0
}
else
{
var inst;
//What's in front of us?
switch global.facing { //Change the 10 to a different number to set how far away the object can be to pick up
case "D": inst=instance_place(x,y+10,objPickupParent) break;
case "U": inst=instance_place(x,y-10,objPickupParent) break;
case "L": inst=instance_place(x-10,y,objPickupParent) break;
case "R": inst=instance_place(x+10,y,objPickupParent) break;
}
if instance_exists(inst) { // If it's there, pick it up
holding_pot=inst
sound_play(Lift)
switch global.facing {
case "D": sprite_index=sprLinkLiftD; break;
case "U": sprite_index=sprLinkLiftU; break;
case "L": sprite_index=sprLinkLiftL; break;
case "R": sprite_index=sprLinkLiftR; break;
}
}
}

hopefully it is compatible.
[/SIZE]