
I must've been doing it wrong so I could always try again. I actually tried that but in a different way and it didn't work. Projects: G.M.O.S.S.E / Warbird A13:02 / Zenohell / XII STAG Hi-Score Thread I felt quite good about myself when I made that work, and in my original test for the green orb's second attack pattern it added like 500 bullets to the screen.

This alone makes interesting bullet patterns that can be seen in the green obj_orb in its first attack pattern really being a spray and then later on using more circular attack patterns at a set speed WITH THE SAME SCRIPT. On the bright side though, I did make my own script! I'm quite happy about it because firstly I didn't copy/paste any direct code and secondly it's a little more complex than Rozyrg's original basic bullet creation script in that I added a minimum and maximum speed you can do for it as well as amount of possible spread. I'll dig up what I can on those relevant threads when I get the time. I think there was a way that was found early in the XF-R thread or something, but as it was view_angle gave nasty bars on the sides of the screen as if it were 16:9 mode all over again. I can't imagine it'd be too difficult to do, just maybe another room, a nice externally-loaded background and a few ships to pick from (I was going to edit the Judge Spear's sprite (again) to come up with something closer to the ship from Gleylancer to go with the theme, then I thought of a cool weapon design I could do for Swordfish if the creator of that ship would allow me to).Īnother experiment I tried and so far failed at: Making a TATE option. He had three buttons that would play sounds like "IMA FIRIN MAH LAZERN *PEI'd also like to implement a sort of ship select feature. I actually came up with the menu thing based on someone else's code example too but I couldnt see the guy's name in it at the time. I should just change the event to Key Press Z and then an if clause and I think that should do the trick. Pretty lean code though, so all you need to do is put in a variable in obj_menucontrol's Create event that would allow the player to use the arrow keys and Z when true, and disable use of the keys when false. Upon checking your code I realized you didn't put in a function to disable menu item selection after pressing Z in the Main Menu, so the Alarm event for the "Start Game" object kept re-initializing whenever Z was pressed (in fact I can still change the selected menu item with the arrow keys after choosing "Start Game").

EDIT 2: I noticed that if you keep tapping Z after selecting "Start Game" it keeps playing the voice clip without starting the game, unless I wait for the clip to stop playing.
