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Posted 28 November 2012 - 06:30 PM
Posted 29 November 2012 - 01:21 AM
Inspiration from my tea:
"Never wish life were easier. Wish that you were better" -Jim Rohn
Posted 29 November 2012 - 08:36 AM
That's not C# syntax, if you're trying to port over coding style from game maker.
with the stealth in the game libary how do i make it so it goes up as you get closer to the enemy
is it like step MUL +1
Some sort of variable? Almost always.
and how do i make it so that when ever you pick a character the player becomes that character
do i make like a dummy class or use some sort of variable
Just naming a function with the word keypress has no impact on how the compiler builds the code. You'll want to use an existing library that knows how to hook into the PC's messaging queue to intercept keyboard actions. SharpDX/SlimDX and SFML's c# wrapper all come to mind as making the keyboard available.
and how do i utilize the functions on the keyboard
i tried to make a function called keypress
You write a physics library (not recommended) or you use an existing physics library. With where you're at, I'd honestly say just write a few simple physics-like constraints, for example ignoring a player's move command if they're trying to send their avatar through a wall. Either way you'll be busy writing some code.
and how on gods earth do i make a collision
You write code for displaying the button, you write code that saves out whatever data you've deemed important to a "save game" file, and you call your save function inside some kind of onClick event the button owns.
and how do i make it so you can save the game by the click of a button
Posted 09 December 2012 - 08:32 PM