DeeperThought, on Jan 2 2010, 02:05 AM, said:
+1
DeeperThought, on Jan 2 2010, 02:05 AM, said:
DeeperThought, on Jan 1 2010, 05:24 PM, said:
DeeperThought, on Jan 1 2010, 05:24 PM, said:
This post has been edited by Muelsa: 01 January 2010 - 05:56 PM
Captain Awesome, on Jan 1 2010, 09:53 PM, said:
This post has been edited by Gambini: 01 January 2010 - 06:00 PM
Gambini, on Jan 1 2010, 06:00 PM, said:
Muelsa, on Jan 1 2010, 06:07 PM, said:
supergoofy, on Jan 1 2010, 06:42 PM, said:
This post has been edited by supergoofy: 01 January 2010 - 07:07 PM
supergoofy, on Jan 1 2010, 07:04 PM, said:
This post has been edited by supergoofy: 01 January 2010 - 07:50 PM
DanM, on Jan 1 2010, 09:09 PM, said:
DanM, on Jan 1 2010, 01:58 AM, said:
Captain Awesome, on Jan 1 2010, 08:47 PM, said:
Captain Awesome, on Jan 1 2010, 08:47 PM, said:
DeeperThought, on Jan 1 2010, 09:22 PM, said:
DeeperThought, on Jan 1 2010, 09:22 PM, said:
supergoofy, on Jan 2 2010, 01:56 AM, said:
This post has been edited by supergoofy: 02 January 2010 - 04:33 AM
DeeperThought, on Jan 2 2010, 01:38 AM, said:
supergoofy, on Jan 2 2010, 01:56 AM, said:
DeeperThought, on Jan 2 2010, 10:13 AM, said:
DeeperThought, on Jan 2 2010, 10:13 AM, said:
DeeperThought, on Jan 2 2010, 10:13 AM, said:
Muelsa, on Jan 2 2010, 12:39 PM, said:
Muelsa, on Jan 2 2010, 12:39 PM, said:
movesprite THISACTOR xvel yvel zvel CLIPMASK0 RETURN ifvarn RETURN 0 // hit something { setvarvar TEMPSAVE RETURN addvar RETURN 16384 ifvarl RETURN 16384 ifvarg RETURN -1 // hit a sprite { // RETURN IS THE ID OF THE HIT SPRITE state handlehitsprite } else { setvarvar RETURN TEMPSAVE andvar RETURN 49152 ifvare RETURN 32768 // hit a wall { andvar TEMPSAVE 16383 // TEMPSAVE is now the ID of the hit wall state handlehitwall } } }
This post has been edited by DeeperThought: 02 January 2010 - 01:50 PM
DeeperThought, on Jan 2 2010, 01:15 PM, said:
DeeperThought, on Jan 2 2010, 01:15 PM, said:
Muelsa, on Jan 2 2010, 02:03 PM, said: