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891333 Posts in 33540 Topics- by 24777 Members - Latest Member: Amy

June 19, 2013, 01:51:30 PM
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1  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: August 09, 2012, 10:36:49 PM


This is like a year old.
Recently got back on it and started throwing ideas around.

APPARENTLY FEEDING AN ENGINE MEAT IS TOO MUCH OF A LOGICAL INCONSISTENCY
2  Developer / Technical / Re: What are you programming RIGHT NOW? on: August 11, 2011, 09:40:59 AM
Coding an IRC Bot in Game Maker. That's right.
Because I can. It also works cross-channel and has a built-in RPG.
If you'd see the code, you'd die on the spot.
3  Player / Games / Re: Dig-N-Rig (ASCII-esque mining/mineral collecting!) on: August 06, 2011, 01:41:29 AM
Press V to switch to Vacuum and X to switch back.
If you're near the Vacuum Teleporter when pressing X, everything you collected spews out of it.
4  Player / Games / Re: Dig-N-Rig (ASCII-esque mining/mineral collecting!) on: July 20, 2011, 11:37:29 PM
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)
5  Developer / Technical / Re: The GML Questions Thread on: July 05, 2011, 01:47:18 AM
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.
6  Developer / Technical / Re: The GML Questions Thread on: July 03, 2011, 11:00:33 PM
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)

Code:
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

Code:
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.
7  Developer / Technical / Re: The GML Questions Thread on: July 03, 2011, 08:22:36 AM
Code:
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

Code:
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.
8  Developer / Feedback / Re: Black'n'White - Gravity on: June 26, 2011, 10:06:28 AM
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.
9  Developer / Technical / Re: Every object going invisible (Game Maker) on: May 16, 2011, 11:49:19 PM
Have you tested your Optimization Code with an empty Project?
Could you post your Optimization Code?
10  Community / Announcements / Re: The Obligatory Introduce Yourself Thread on: May 14, 2011, 06:39:21 AM
<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.
11  Developer / Feedback / Black'n'White - Gravity on: May 14, 2011, 06:08:14 AM


"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.
12  Developer / Technical / Re: The GML Questions Thread on: May 02, 2011, 02:53:10 AM
Yeah, that feature is probably bugged. Its not your computer which acts up.
And honestly, I dont think seperate collision masks have any use.
13  Developer / Tutorials / Re: Braving Procedural Generation [ Part Three! ] on: May 01, 2011, 03:11:30 AM


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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