Koodi: Valitse kaikki
http://didyoumean.se/image/8ff8342f6d4389aeec72b75137786f4b6dde02f5a/

Koodi: Valitse kaikki
http://didyoumean.se/image/8ff8342f6d4389aeec72b75137786f4b6dde02f5a/
Ihan sellanen pikku piilovittuilu, että mutta nuo kuuluisivat periaatteessa spoilereihinLaitela kirjoitti:23.02.2011 klo 19.30
Osa 2058
Kel onni on, sen Tale kätkeköön.
Ajattelinkin sitä hetkisen että laitanko spoileriin vai jätänkö noin mutta kai se noinkin menee kun kumminkin salkkereitten sivuillakin jo lukee tosta talesta:DFooni kirjoitti:Ihan sellanen pikku piilovittuilu, että mutta nuo kuuluisivat periaatteessa spoilereihinLaitela kirjoitti:23.02.2011 klo 19.30
Osa 2058
Kel onni on, sen Tale kätkeköön.
Koodi: Valitse kaikki
Shawshank redemption - avain pakoon
Koodi: Valitse kaikki
http://ismolaitela.com/arvostele-edellisen-kayttajan-asiallisuus-t531s200.php
Koodi: Valitse kaikki
Tõnis Mägi
Koodi: Valitse kaikki
Yhdynnässä miehen erektiossa olevaa siitintä liikutellaan edestakaisin naisen kostuneessa emättimessä, jolloin terskan hankautuminen emättimen seinämiin voimistaa seksuaalista kiihottumista, jonka päämääränä on useimmiten kiihottumisen huipentuma eli orgasmi, johon sukukypsällä miehellä liittyy siemensyöksy.
Koodi: Valitse kaikki
http://www.finhockey.fi/tulospalvelu/
Mikä ihme sua vaivaaFooni kirjoitti:Koodi: Valitse kaikki
Yhdynnässä miehen erektiossa olevaa siitintä liikutellaan edestakaisin naisen kostuneessa emättimessä, jolloin terskan hankautuminen emättimen seinämiin voimistaa seksuaalista kiihottumista, jonka päämääränä on useimmiten kiihottumisen huipentuma eli orgasmi, johon sukukypsällä miehellä liittyy siemensyöksy.
Koodi: Valitse kaikki
http://www.youtube.com/watch?v=YVw7eJ0vGfM&feature=relmfu
Kaakkis kirjoitti:Mikä ihme sua vaivaaFooni kirjoitti:Koodi: Valitse kaikki
Yhdynnässä miehen erektiossa olevaa siitintä liikutellaan edestakaisin naisen kostuneessa emättimessä, jolloin terskan hankautuminen emättimen seinämiin voimistaa seksuaalista kiihottumista, jonka päämääränä on useimmiten kiihottumisen huipentuma eli orgasmi, johon sukukypsällä miehellä liittyy siemensyöksy.
Koodi: Valitse kaikki
Information about object: obj_character
Sprite: spr_right
Solid: false
Visible: true
Depth: 2
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
set variable global.hahmo to 1
set variable ammo to 0
set the health to 100
set variable superjump to 0
set variable arrows to 0
set variable canshoot to 0
set Alarm 2 to 1
if global.hahmo is equal to 2
set the sprite to spr_Sepporight with subimage 0 and speed 1
set variable oxygen to 100
Alarm Event for alarm 0:
set variable canshoot to 1
Alarm Event for alarm 1:
set the vertical speed to -25
set the health relative to -10
blend the sprite with color 255 and alpha value 1
set Alarm 3 to 10
if global.hahmo is equal to 1
stop sound snd_Ouch
play sound snd_Ouch; looping: false
if global.hahmo is equal to 2
stop sound snd_sepiouch
play sound snd_sepiouch; looping: false
Alarm Event for alarm 2:
if health is not equal to 100
set the health relative to 1
set Alarm 2 to 10
Alarm Event for alarm 3:
blend the sprite with color 16777215 and alpha value 1
Step Event:
COMMENT: Check whether in the air
if relative position (0,1) is collision free for Only solid objects
set the gravity to 0.5 in direction 270
else
set the gravity to 0 in direction 270
COMMENT: Limit the vertical speed
if vspeed is larger than 70
set variable vspeed to 70
COMMENT: Check whether on a ladder
if at relative position (0,0) there is object obj_ladder
set the gravity to 0 in direction 270
set variable vspeed to 0
if at relative position (0,0) there is object obj_watertop
set the gravity to 0.1 in direction 90
if at relative position (0,0) there is not object obj_watertop
set variable oxygen to 100
Collision Event with object obj_block:
move in direction direction at most 12 till a contact with solid objects
set the vertical speed to 0
Collision Event with object obj_mushroom:
play sound snd_getmushroom; looping: false
set the score relative to 10
for other object: destroy the instance
Collision Event with object obj_levelexit:
set the score relative to 100
play sound snd_finishlevel; looping: false
sleep 1000 milliseconds; redrawing the screen: true
if next room exists
go to next room with transition effect <no effect>
else
show the highscore table
background: back_sky
show the border
new color: 255, other color: 0
Font: Arial,12,0,1,0,0,0
restart the game
Collision Event with object obj_death:
set the health relative to -10
if global.hahmo is equal to 1
play sound snd_killcharacter; looping: false
if global.hahmo is equal to 2
play sound snd_sepiouch; looping: false
Collision Event with object obj_ammunition:
set the score relative to 100
set variable ammo relative to 15
for other object: destroy the instance
Collision Event with object obj_bonus:
set the score relative to 100
play sound snd_getmushroom; looping: false
set the number of lives relative to 1
for other object: destroy the instance
Collision Event with object obj_kristo_bouncing:
set the health relative to -10
set the vertical speed to -5
if global.hahmo is equal to 1
play sound snd_killcharacter; looping: false
if global.hahmo is equal to 2
play sound snd_sepiouch; looping: false
Collision Event with object obj_aaro:
set the health relative to -10
set the vertical speed to -5
if global.hahmo is equal to 1
play sound snd_killcharacter; looping: false
if global.hahmo is equal to 2
play sound snd_sepiouch; looping: false
Collision Event with object obj_Kari:
if expression vspeed > 0 && y < other.y+8 is true
set the vertical speed to -10
play sound snd_kari; looping: false
set the score relative to 100
for other object: start moving in directions 000010000 with speed set to 0
for other object: change the instance into object obj_monster_dead, yes performing events
else
set the health relative to -10
set the vertical speed to -5
if global.hahmo is equal to 1
play sound snd_killcharacter; looping: false
if global.hahmo is equal to 2
play sound snd_sepiouch; looping: false
Collision Event with object obj_superjump:
set the score relative to 100
set variable superjump to 1
for other object: destroy the instance
Collision Event with object obj_euro:
set the score relative to 30
for other object: destroy the instance
if global.hahmo is equal to 1
play sound snd_30 euroo; looping: false
if global.hahmo is equal to 2
play sound snd_kasniin; looping: false
Collision Event with object obj_bow:
set the score relative to 100
set variable arrows relative to 5
set variable canshoot to 1
for other object: destroy the instance
Collision Event with object obj_goldbar:
for other object: destroy the instance
set the score relative to 5000
if global.hahmo is equal to 1
play sound snd_viis tonnia; looping: false
if global.hahmo is equal to 2
play sound snd_kasniin; looping: false
Collision Event with object obj_lava:
set Alarm 1 to 5
Collision Event with object obj_springboard:
if expression vspeed > 0 && y < other.y+8 is true
for other object: change the instance into object obj_springboardactivated, not performing events
set the vertical speed to -50
else
Collision Event with object obj_Aaroboss:
set the health relative to -10
set the vertical speed to -5
if global.hahmo is equal to 1
play sound snd_killcharacter; looping: false
if global.hahmo is equal to 2
play sound snd_sepiouch; looping: false
Collision Event with object obj_lasse:
set the health relative to -10
set the vertical speed to -5
if global.hahmo is equal to 1
play sound snd_killcharacter; looping: false
if global.hahmo is equal to 2
play sound snd_sepiouch; looping: false
Collision Event with object obj_strawberry:
set the health relative to -1
set the vertical speed to -2
if global.hahmo is equal to 1
play sound snd_killcharacter; looping: false
if global.hahmo is equal to 2
play sound snd_sepiouch; looping: false
Collision Event with object obj_healthplus:
set the score relative to 100
set the health relative to 50
for other object: destroy the instance
Collision Event with object obj_key:
set the score relative to 100
Collision Event with object obj_demoendseppo:
set the score relative to 100
play sound snd_finishlevel; looping: false
sleep 1000 milliseconds; redrawing the screen: true
execute code:
message_background(back_message)
display message: Tässä versiossa ei ole vielä enempää tasoja, joten sinun pitää odottaa seuraavaa versiota :P
go to room room0 with transition effect <no effect>
Keyboard Event for <Left> Key:
COMMENT: Asks for Ismo
if global.hahmo is equal to 1
if ammo is larger than 0
set the sprite to spr_leftgun with subimage 0 and speed 1
if relative position (-4,0) is collision free for Only solid objects
jump relative to position (-4,0)
else
if relative position (-4,-8) is collision free for Only solid objects
jump relative to position (-4,-8)
move in direction 270 at most 8 till a contact with solid objects
if arrows is larger than 0
set the sprite to spr_leftbow with subimage 0 and speed 1
if relative position (-4,0) is collision free for Only solid objects
jump relative to position (-4,0)
else
if relative position (-4,-8) is collision free for Only solid objects
jump relative to position (-4,-8)
move in direction 270 at most 8 till a contact with solid objects
if arrows is equal to 0
if ammo is equal to 0
set the sprite to spr_left with subimage 0 and speed 1
if relative position (-4,0) is collision free for Only solid objects
jump relative to position (-4,0)
else
if relative position (-4,-8) is collision free for Only solid objects
jump relative to position (-4,-8)
move in direction 270 at most 8 till a contact with solid objects
COMMENT: Asks for Seppo
if global.hahmo is equal to 2
if ammo is larger than 0
set the sprite to spr_Seppoleftgun with subimage 0 and speed 1
if relative position (-4,0) is collision free for Only solid objects
jump relative to position (-4,0)
else
if relative position (-4,-8) is collision free for Only solid objects
jump relative to position (-4,-8)
move in direction 270 at most 8 till a contact with solid objects
if arrows is larger than 0
set the sprite to spr_Seppoleftbow with subimage 0 and speed 1
if relative position (-4,0) is collision free for Only solid objects
jump relative to position (-4,0)
else
if relative position (-4,-8) is collision free for Only solid objects
jump relative to position (-4,-8)
move in direction 270 at most 8 till a contact with solid objects
if arrows is equal to 0
if ammo is equal to 0
set the sprite to spr_Seppoleft with subimage 0 and speed 1
if relative position (-4,0) is collision free for Only solid objects
jump relative to position (-4,0)
else
if relative position (-4,-8) is collision free for Only solid objects
jump relative to position (-4,-8)
move in direction 270 at most 8 till a contact with solid objects
Keyboard Event for <Up> Key:
if at relative position (0,0) there is object obj_ladder
if relative position (0,-3) is collision free for Only solid objects
jump relative to position (0,-3)
if at relative position (0,0) there is object obj_watertop
if relative position (0,-3) is collision free for Only solid objects
jump relative to position (0,-2)
if superjump is equal to 1
if relative position (0,1) gives a collision with Only solid objects
create a small effect of type explosion relative at (0,0) of color 32896 below objects
set the vertical speed to -40
play sound änggh; looping: false
play sound snd_prrt; looping: false
else
if relative position (0,1) gives a collision with Only solid objects
set the vertical speed to -10
play sound snd_uh; looping: false
Keyboard Event for <Right> Key:
COMMENT: Asks for Ismo
if global.hahmo is equal to 1
if ammo is larger than 0
set the sprite to spr_rightgun with subimage 0 and speed 1
if relative position (4,0) is collision free for Only solid objects
jump relative to position (4,0)
else
if relative position (4,-8) is collision free for Only solid objects
jump relative to position (4,-8)
move in direction 270 at most 8 till a contact with solid objects
if arrows is larger than 0
set the sprite to spr_rightbow with subimage 0 and speed 1
if relative position (4,0) is collision free for Only solid objects
jump relative to position (4,0)
else
if relative position (4,-8) is collision free for Only solid objects
jump relative to position (4,-8)
move in direction 270 at most 8 till a contact with solid objects
if arrows is equal to 0
if ammo is equal to 0
set the sprite to spr_right with subimage 0 and speed 1
if relative position (4,0) is collision free for Only solid objects
jump relative to position (4,0)
else
if relative position (4,-8) is collision free for Only solid objects
jump relative to position (4,-8)
move in direction 270 at most 8 till a contact with solid objects
COMMENT: Asks for Seppo
if global.hahmo is equal to 2
if ammo is larger than 0
set the sprite to spr_Sepporightgun with subimage 0 and speed 1
if relative position (4,0) is collision free for Only solid objects
jump relative to position (4,0)
else
if relative position (4,-8) is collision free for Only solid objects
jump relative to position (4,-8)
move in direction 270 at most 8 till a contact with solid objects
if arrows is larger than 0
set the sprite to spr_Sepporightbow with subimage 0 and speed 1
if relative position (4,0) is collision free for Only solid objects
jump relative to position (4,0)
else
if relative position (4,-8) is collision free for Only solid objects
jump relative to position (4,-8)
move in direction 270 at most 8 till a contact with solid objects
if arrows is equal to 0
if ammo is equal to 0
set the sprite to spr_Sepporight with subimage 0 and speed 1
if relative position (4,0) is collision free for Only solid objects
jump relative to position (4,0)
else
if relative position (4,-8) is collision free for Only solid objects
jump relative to position (4,-8)
move in direction 270 at most 8 till a contact with solid objects
Keyboard Event for <Down> Key:
if at relative position (0,0) there is object obj_ladder
if relative position (0,3) is collision free for Only solid objects
jump relative to position (0,3)
if at relative position (0,0) there is object obj_watertop
if relative position (0,3) is collision free for Only solid objects
jump relative to position (0,3)
if at relative position (0,0) there is object obj_door
play sound snd_oviauki; looping: false
sleep 1500 milliseconds; redrawing the screen: false
jump to position (obj_doorexit.x,obj_doorexit.y)
play sound Seppoalavonkaa; looping: true
if at relative position (0,0) there is object obj_bossdoor
play sound snd_oviauki; looping: false
sleep 1500 milliseconds; redrawing the screen: false
go to next room with transition effect <no effect>
Other Event: Outside Room:
if y is larger than room_height
sleep 1000 milliseconds; redrawing the screen: true
restart the current room with transition effect <no effect>
Other Event: Game Start:
set variable global.hahmo to 2
Other Event: No More Health:
set the number of lives relative to -1
if global.hahmo is equal to 1
change the instance into object obj_deadIsmo, yes performing events
if global.hahmo is equal to 2
change the instance into object obj_deadseppo, yes performing events
Key Press Event for <Space> Key:
COMMENT: Asks for Ismo
if global.hahmo is equal to 1
if ammo is larger than 0
if sprite_index is equal to spr_leftgun
create instance of object obj_bullet at relative position (0,0) with speed 12 in direction 180
if sprite_index is equal to spr_rightgun
create instance of object obj_bullet at relative position (0,0) with speed 12 in direction 0
set variable ammo relative to -1
if arrows is larger than 0
if canshoot is equal to 1
if sprite_index is equal to spr_leftbow
create instance of object obj_arrow at relative position (0,0) with speed 8 in direction 180
if sprite_index is equal to spr_rightbow
create instance of object obj_arrow at relative position (0,0) with speed 8 in direction 0
set variable arrows relative to -1
set variable canshoot to 0
set Alarm 0 to 50
COMMENT: Asks for Seppo
if global.hahmo is equal to 1
if ammo is larger than 0
if sprite_index is equal to spr_Seppoleftgun
create instance of object obj_bullet at relative position (0,0) with speed 12 in direction 180
if sprite_index is equal to spr_Sepporightgun
create instance of object obj_bullet at relative position (0,0) with speed 12 in direction 0
set variable ammo relative to -1
if arrows is larger than 0
if canshoot is equal to 1
if sprite_index is equal to spr_Seppoleftbow
create instance of object obj_arrow at relative position (0,0) with speed 8 in direction 180
if sprite_index is equal to spr_Sepporightbow
create instance of object obj_arrow at relative position (0,0) with speed 8 in direction 0
set variable arrows relative to -1
set variable canshoot to 0
set Alarm 0 to 50
Key Press Event for B-key Key:
if at relative position (0,0) there is object obj_vinkkiseppo1
play sound snd_seppoterve; looping: false
execute code:
{message_background(back_message)
show_message("Paina nuoli alaspäin avataksesi oven.")}
if at relative position (0,0) there is object obj_vinkkiseppo2
play sound snd_seppoterve; looping: false
execute code:
{message_background(back_message)
show_message("Kannattaa varoa, Lassejen mansikkasato on ollut tänä vuonna hyvä!")}
if at relative position (0,0) there is object obj_buylive
if score is larger than 999
play sound snd_money; looping: false
set the number of lives relative to 1
set the score relative to -1000
Sieltä on Salkkaripeliä tulossa?Fwusha medias kirjoitti:PITÄÄ OLLA REHELLINENKoodi: Valitse kaikki
Information about object: obj_character Sprite: spr_right Solid: false Visible: true Depth: 2 Persistent: false Parent: <no parent> Mask: <same as sprite> Create Event: set variable global.hahmo to 1 set variable ammo to 0 set the health to 100 set variable superjump to 0 set variable arrows to 0 set variable canshoot to 0 set Alarm 2 to 1 if global.hahmo is equal to 2 set the sprite to spr_Sepporight with subimage 0 and speed 1 set variable oxygen to 100 Alarm Event for alarm 0: set variable canshoot to 1 Alarm Event for alarm 1: set the vertical speed to -25 set the health relative to -10 blend the sprite with color 255 and alpha value 1 set Alarm 3 to 10 if global.hahmo is equal to 1 stop sound snd_Ouch play sound snd_Ouch; looping: false if global.hahmo is equal to 2 stop sound snd_sepiouch play sound snd_sepiouch; looping: false Alarm Event for alarm 2: if health is not equal to 100 set the health relative to 1 set Alarm 2 to 10 Alarm Event for alarm 3: blend the sprite with color 16777215 and alpha value 1 Step Event: COMMENT: Check whether in the air if relative position (0,1) is collision free for Only solid objects set the gravity to 0.5 in direction 270 else set the gravity to 0 in direction 270 COMMENT: Limit the vertical speed if vspeed is larger than 70 set variable vspeed to 70 COMMENT: Check whether on a ladder if at relative position (0,0) there is object obj_ladder set the gravity to 0 in direction 270 set variable vspeed to 0 if at relative position (0,0) there is object obj_watertop set the gravity to 0.1 in direction 90 if at relative position (0,0) there is not object obj_watertop set variable oxygen to 100 Collision Event with object obj_block: move in direction direction at most 12 till a contact with solid objects set the vertical speed to 0 Collision Event with object obj_mushroom: play sound snd_getmushroom; looping: false set the score relative to 10 for other object: destroy the instance Collision Event with object obj_levelexit: set the score relative to 100 play sound snd_finishlevel; looping: false sleep 1000 milliseconds; redrawing the screen: true if next room exists go to next room with transition effect <no effect> else show the highscore table background: back_sky show the border new color: 255, other color: 0 Font: Arial,12,0,1,0,0,0 restart the game Collision Event with object obj_death: set the health relative to -10 if global.hahmo is equal to 1 play sound snd_killcharacter; looping: false if global.hahmo is equal to 2 play sound snd_sepiouch; looping: false Collision Event with object obj_ammunition: set the score relative to 100 set variable ammo relative to 15 for other object: destroy the instance Collision Event with object obj_bonus: set the score relative to 100 play sound snd_getmushroom; looping: false set the number of lives relative to 1 for other object: destroy the instance Collision Event with object obj_kristo_bouncing: set the health relative to -10 set the vertical speed to -5 if global.hahmo is equal to 1 play sound snd_killcharacter; looping: false if global.hahmo is equal to 2 play sound snd_sepiouch; looping: false Collision Event with object obj_aaro: set the health relative to -10 set the vertical speed to -5 if global.hahmo is equal to 1 play sound snd_killcharacter; looping: false if global.hahmo is equal to 2 play sound snd_sepiouch; looping: false Collision Event with object obj_Kari: if expression vspeed > 0 && y < other.y+8 is true set the vertical speed to -10 play sound snd_kari; looping: false set the score relative to 100 for other object: start moving in directions 000010000 with speed set to 0 for other object: change the instance into object obj_monster_dead, yes performing events else set the health relative to -10 set the vertical speed to -5 if global.hahmo is equal to 1 play sound snd_killcharacter; looping: false if global.hahmo is equal to 2 play sound snd_sepiouch; looping: false Collision Event with object obj_superjump: set the score relative to 100 set variable superjump to 1 for other object: destroy the instance Collision Event with object obj_euro: set the score relative to 30 for other object: destroy the instance if global.hahmo is equal to 1 play sound snd_30 euroo; looping: false if global.hahmo is equal to 2 play sound snd_kasniin; looping: false Collision Event with object obj_bow: set the score relative to 100 set variable arrows relative to 5 set variable canshoot to 1 for other object: destroy the instance Collision Event with object obj_goldbar: for other object: destroy the instance set the score relative to 5000 if global.hahmo is equal to 1 play sound snd_viis tonnia; looping: false if global.hahmo is equal to 2 play sound snd_kasniin; looping: false Collision Event with object obj_lava: set Alarm 1 to 5 Collision Event with object obj_springboard: if expression vspeed > 0 && y < other.y+8 is true for other object: change the instance into object obj_springboardactivated, not performing events set the vertical speed to -50 else Collision Event with object obj_Aaroboss: set the health relative to -10 set the vertical speed to -5 if global.hahmo is equal to 1 play sound snd_killcharacter; looping: false if global.hahmo is equal to 2 play sound snd_sepiouch; looping: false Collision Event with object obj_lasse: set the health relative to -10 set the vertical speed to -5 if global.hahmo is equal to 1 play sound snd_killcharacter; looping: false if global.hahmo is equal to 2 play sound snd_sepiouch; looping: false Collision Event with object obj_strawberry: set the health relative to -1 set the vertical speed to -2 if global.hahmo is equal to 1 play sound snd_killcharacter; looping: false if global.hahmo is equal to 2 play sound snd_sepiouch; looping: false Collision Event with object obj_healthplus: set the score relative to 100 set the health relative to 50 for other object: destroy the instance Collision Event with object obj_key: set the score relative to 100 Collision Event with object obj_demoendseppo: set the score relative to 100 play sound snd_finishlevel; looping: false sleep 1000 milliseconds; redrawing the screen: true execute code: message_background(back_message) display message: Tässä versiossa ei ole vielä enempää tasoja, joten sinun pitää odottaa seuraavaa versiota :P go to room room0 with transition effect <no effect> Keyboard Event for <Left> Key: COMMENT: Asks for Ismo if global.hahmo is equal to 1 if ammo is larger than 0 set the sprite to spr_leftgun with subimage 0 and speed 1 if relative position (-4,0) is collision free for Only solid objects jump relative to position (-4,0) else if relative position (-4,-8) is collision free for Only solid objects jump relative to position (-4,-8) move in direction 270 at most 8 till a contact with solid objects if arrows is larger than 0 set the sprite to spr_leftbow with subimage 0 and speed 1 if relative position (-4,0) is collision free for Only solid objects jump relative to position (-4,0) else if relative position (-4,-8) is collision free for Only solid objects jump relative to position (-4,-8) move in direction 270 at most 8 till a contact with solid objects if arrows is equal to 0 if ammo is equal to 0 set the sprite to spr_left with subimage 0 and speed 1 if relative position (-4,0) is collision free for Only solid objects jump relative to position (-4,0) else if relative position (-4,-8) is collision free for Only solid objects jump relative to position (-4,-8) move in direction 270 at most 8 till a contact with solid objects COMMENT: Asks for Seppo if global.hahmo is equal to 2 if ammo is larger than 0 set the sprite to spr_Seppoleftgun with subimage 0 and speed 1 if relative position (-4,0) is collision free for Only solid objects jump relative to position (-4,0) else if relative position (-4,-8) is collision free for Only solid objects jump relative to position (-4,-8) move in direction 270 at most 8 till a contact with solid objects if arrows is larger than 0 set the sprite to spr_Seppoleftbow with subimage 0 and speed 1 if relative position (-4,0) is collision free for Only solid objects jump relative to position (-4,0) else if relative position (-4,-8) is collision free for Only solid objects jump relative to position (-4,-8) move in direction 270 at most 8 till a contact with solid objects if arrows is equal to 0 if ammo is equal to 0 set the sprite to spr_Seppoleft with subimage 0 and speed 1 if relative position (-4,0) is collision free for Only solid objects jump relative to position (-4,0) else if relative position (-4,-8) is collision free for Only solid objects jump relative to position (-4,-8) move in direction 270 at most 8 till a contact with solid objects Keyboard Event for <Up> Key: if at relative position (0,0) there is object obj_ladder if relative position (0,-3) is collision free for Only solid objects jump relative to position (0,-3) if at relative position (0,0) there is object obj_watertop if relative position (0,-3) is collision free for Only solid objects jump relative to position (0,-2) if superjump is equal to 1 if relative position (0,1) gives a collision with Only solid objects create a small effect of type explosion relative at (0,0) of color 32896 below objects set the vertical speed to -40 play sound änggh; looping: false play sound snd_prrt; looping: false else if relative position (0,1) gives a collision with Only solid objects set the vertical speed to -10 play sound snd_uh; looping: false Keyboard Event for <Right> Key: COMMENT: Asks for Ismo if global.hahmo is equal to 1 if ammo is larger than 0 set the sprite to spr_rightgun with subimage 0 and speed 1 if relative position (4,0) is collision free for Only solid objects jump relative to position (4,0) else if relative position (4,-8) is collision free for Only solid objects jump relative to position (4,-8) move in direction 270 at most 8 till a contact with solid objects if arrows is larger than 0 set the sprite to spr_rightbow with subimage 0 and speed 1 if relative position (4,0) is collision free for Only solid objects jump relative to position (4,0) else if relative position (4,-8) is collision free for Only solid objects jump relative to position (4,-8) move in direction 270 at most 8 till a contact with solid objects if arrows is equal to 0 if ammo is equal to 0 set the sprite to spr_right with subimage 0 and speed 1 if relative position (4,0) is collision free for Only solid objects jump relative to position (4,0) else if relative position (4,-8) is collision free for Only solid objects jump relative to position (4,-8) move in direction 270 at most 8 till a contact with solid objects COMMENT: Asks for Seppo if global.hahmo is equal to 2 if ammo is larger than 0 set the sprite to spr_Sepporightgun with subimage 0 and speed 1 if relative position (4,0) is collision free for Only solid objects jump relative to position (4,0) else if relative position (4,-8) is collision free for Only solid objects jump relative to position (4,-8) move in direction 270 at most 8 till a contact with solid objects if arrows is larger than 0 set the sprite to spr_Sepporightbow with subimage 0 and speed 1 if relative position (4,0) is collision free for Only solid objects jump relative to position (4,0) else if relative position (4,-8) is collision free for Only solid objects jump relative to position (4,-8) move in direction 270 at most 8 till a contact with solid objects if arrows is equal to 0 if ammo is equal to 0 set the sprite to spr_Sepporight with subimage 0 and speed 1 if relative position (4,0) is collision free for Only solid objects jump relative to position (4,0) else if relative position (4,-8) is collision free for Only solid objects jump relative to position (4,-8) move in direction 270 at most 8 till a contact with solid objects Keyboard Event for <Down> Key: if at relative position (0,0) there is object obj_ladder if relative position (0,3) is collision free for Only solid objects jump relative to position (0,3) if at relative position (0,0) there is object obj_watertop if relative position (0,3) is collision free for Only solid objects jump relative to position (0,3) if at relative position (0,0) there is object obj_door play sound snd_oviauki; looping: false sleep 1500 milliseconds; redrawing the screen: false jump to position (obj_doorexit.x,obj_doorexit.y) play sound Seppoalavonkaa; looping: true if at relative position (0,0) there is object obj_bossdoor play sound snd_oviauki; looping: false sleep 1500 milliseconds; redrawing the screen: false go to next room with transition effect <no effect> Other Event: Outside Room: if y is larger than room_height sleep 1000 milliseconds; redrawing the screen: true restart the current room with transition effect <no effect> Other Event: Game Start: set variable global.hahmo to 2 Other Event: No More Health: set the number of lives relative to -1 if global.hahmo is equal to 1 change the instance into object obj_deadIsmo, yes performing events if global.hahmo is equal to 2 change the instance into object obj_deadseppo, yes performing events Key Press Event for <Space> Key: COMMENT: Asks for Ismo if global.hahmo is equal to 1 if ammo is larger than 0 if sprite_index is equal to spr_leftgun create instance of object obj_bullet at relative position (0,0) with speed 12 in direction 180 if sprite_index is equal to spr_rightgun create instance of object obj_bullet at relative position (0,0) with speed 12 in direction 0 set variable ammo relative to -1 if arrows is larger than 0 if canshoot is equal to 1 if sprite_index is equal to spr_leftbow create instance of object obj_arrow at relative position (0,0) with speed 8 in direction 180 if sprite_index is equal to spr_rightbow create instance of object obj_arrow at relative position (0,0) with speed 8 in direction 0 set variable arrows relative to -1 set variable canshoot to 0 set Alarm 0 to 50 COMMENT: Asks for Seppo if global.hahmo is equal to 1 if ammo is larger than 0 if sprite_index is equal to spr_Seppoleftgun create instance of object obj_bullet at relative position (0,0) with speed 12 in direction 180 if sprite_index is equal to spr_Sepporightgun create instance of object obj_bullet at relative position (0,0) with speed 12 in direction 0 set variable ammo relative to -1 if arrows is larger than 0 if canshoot is equal to 1 if sprite_index is equal to spr_Seppoleftbow create instance of object obj_arrow at relative position (0,0) with speed 8 in direction 180 if sprite_index is equal to spr_Sepporightbow create instance of object obj_arrow at relative position (0,0) with speed 8 in direction 0 set variable arrows relative to -1 set variable canshoot to 0 set Alarm 0 to 50 Key Press Event for B-key Key: if at relative position (0,0) there is object obj_vinkkiseppo1 play sound snd_seppoterve; looping: false execute code: {message_background(back_message) show_message("Paina nuoli alaspäin avataksesi oven.")} if at relative position (0,0) there is object obj_vinkkiseppo2 play sound snd_seppoterve; looping: false execute code: {message_background(back_message) show_message("Kannattaa varoa, Lassejen mansikkasato on ollut tänä vuonna hyvä!")} if at relative position (0,0) there is object obj_buylive if score is larger than 999 play sound snd_money; looping: false set the number of lives relative to 1 set the score relative to -1000
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Viimeisin käynti:
15.9.2013 19:45
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https://www.youtube.com/watch?v=tWTBWqG0TQA
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<17:54> <Burnis> Olavi "Kesähitti" Uusivirta :)
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:turksa: