@Ashley : It's minor problems like Collisions ,Sounds and when the ghost hits a wall then he must go around that paticular wall in a certain pattern.Sounds simple to do but the moment the ghost hits the wall then he moves in the opposite direction that i wanted him to move.
As for the sound ,When i press up and right together for instance then the sound would keep on going like it was set to looping which it isn't.And i have used Trigger once while true for those particular wakka wakka sounds.
The collisions are the hardest part because im using something like when right arrow key is down/Sprite.X+5 and Sprite.Y+-5 for up and down with anims.When the char hits the wall then Sprite.X-or+0.It works but when i go around a wall too quickly then the char gets stuck sometimes.
This is using GML code within Game maker which works almost in the same way.But i don't get collision problems this way.Eg : char getting stuck.
if (keyboard_check(vk_left)) x -= 5;
if (keyboard_check(vk_right)) x += 5;
if (keyboard_check(vk_up)) y -= 5;
if (keyboard_check(vk_down)) y += 5;
As for sending a cap file.Im just testing this so i haven't saved anything yet.
[quote:3khhht36]Some problems do lend themselves better to coding, especially certain algorithms. If you prefer to implement your game in GML, then nobody's stopping you.[/quote:3khhht36]
I know.But i really want to create the game on both versions and make a comparison with Speed,Gfx,Sfx etc....I don't want to prove anything like oh this app is better than that app.Im trying to go multi platform on MMF2,GM8.0,XNA and CS with one game.Just want to see if i can pull this off.