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Player / Games / Re: Dig-N-Rig (ASCII-esque mining/mineral collecting!)
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on: July 20, 2011, 11:37:29 PM
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Okay guys, I somehow got a simple sprite-viewer coded for the .sprite and .layer files this game uses. Not sure where I'm going with it though... Could write a sprite editor and a layer editor probably... Or a procedural generator for layers...
(Yes I have to mod everything)
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Developer / Technical / Re: The GML Questions Thread
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on: July 05, 2011, 01:47:18 AM
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That's tough. First you use sprite_set_alpha_from_sprite(spr,spr). Then you can draw it on a surface using draw_set_blend_mode(bm_zero,bm_src_alpha). However, before drawing it on the surface, clear the surface using draw_clear_alpha(c_white,1). Blendmodes dont function well with transperency though, so you'd rather edit your sprites manually. I believe that you could also clear the surface with 0 alpha and rather draw a white version of your sprite on it.
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6
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Developer / Technical / Re: The GML Questions Thread
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on: July 03, 2011, 11:00:33 PM
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The object should move to contact with groupHurtSolid. I tried some sort of for-loop to sweep until it collides, but this code gives veeeeerryyyy buggy and weird results. move_contact_solid would work perfectly, but I can't use solid objects for enemies cause it would screw up all other collisions. move_contact_all is not suitable either. (Project is Megalonia for Action 52 owns in case someone wants to know)startXOffset = 0 width = 8 scanAccuracy = 2 originalX = x if(global.shipdirection = RIGHT){ image_xscale = 1 } else{ image_xscale = -1 }
if(global.shipdirection = RIGHT){ ship = o_ship.id for(ix = 0 ;ix + x < 600 + originalX;ix+=scanAccuracy){ if(collision_ellipse(bbox_left+ix,bbox_top,bbox_right+ix,bbox_right,groupHurtSolid,true,true)){ x += ix break } } } else{ //If it was like this it would work move_contact_solid(180,1000) ship = o_shipleft.id
} y = ship.y + ship.cannonLocY I've probably done some stupid mistake somewhere... maybe. [Edit] Of course the best scenario is if there is a general script like move_contact(dir,max, object) You could use repeat(1000) { if(!place_meeting(x+1,y,groupHurtSolid)) { x+=1 } else { break } }
instead of move_contact. The move_contact functions are poor for everything. I generally recode the way Game Maker handles hspeed and vspeed because its just poor.
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7
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Developer / Technical / Re: The GML Questions Thread
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on: July 03, 2011, 08:22:36 AM
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inst = collision_point(x, y, obj_map_poi_parent, false, true)
if inst != noone { global.player_location = inst.POI_location; global.player_location_sprite = inst.POI_location_sprite; } or with(collision_point(x, y, obj_map_poi_parent, false, true)) { global.player_location = POI_location; global.player_location_sprite = POI_location_sprite; }
place_meeting returns true or false, whereas collision_ returns an instance id.
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Developer / Feedback / Re: Black'n'White - Gravity
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on: June 26, 2011, 10:06:28 AM
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Whoa, almost forgot about this topic. Uploaded a fix addressing the Music Problem and the Challenge Restart Suggestion. This was made in Game Maker and I dont plan to port this to any other plattforms.
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10
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Community / Announcements / Re: The Obligatory Introduce Yourself Thread
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on: May 14, 2011, 06:39:21 AM
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<place obligatory introduce yourself post here>So I have to introduce myself. I am 16 years old (NO. I AM TOTALLY NOT YOUNG AND THIS SENTENCE IS TOTALLY NOT REDUNDANT AAAAAA.) and from austria. (Austria. Not Australia. Knowing this is important. We laugh at those who dont know the difference.) I am currently on my second year in austrian Highschool-equivalent. (I think. It perfectly translates.)  This is a masterful engraving of LordBistian in pixels. LordBistian is striking a menacing pose. People call me everything from Lord to Bisty. I am one of the crazy developers who work on more projects at once. I am also lazy enough to use Game Maker. And I like procedural generation.
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11
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Developer / Feedback / Black'n'White - Gravity
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on: May 14, 2011, 06:08:14 AM
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"Politically-correct, gravity-based plattformer"So I thought I'd put a game here I developed a few months ago to get some feedback on what to improve.  Its about a black guy (literally black.) racing through a fake-random generated factory and avoiding incoming doom.  There's also a Multiplayer Mode.  For up to six players.  On one keyboard. (Online Mode is currently defunct, due to lazyness.) --Download--Download--Controls--Arrowkeys - Navigate the Menu Enter - Confirm P - Player 1 Q - Player 2 M - Player 3 X - Player 4 B - Player 5 A - Player 6 --Credits--Graphics,Coding - Me; Music - Harryb412,OkageSK; (Let's atleast pretend I read the guidelines.) (Actually, I did. And am writing up my introduction post right now. Don't hit me D:) DONE.
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Developer / Tutorials / Re: Braving Procedural Generation [ Part Three! ]
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on: May 01, 2011, 03:11:30 AM
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 Randomize Map Run through Map (repeat twice for better result) If a tile has more than three wall neighbors, make tile a wall. If a tile has more than three air neighbors, make tile air. Run through Map If a tile has 6 or more neighbors of the same type, make tile that type Put water Done I am quite pleased with the results. It gets me partially flooded caverns and generates fairly quick too.
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