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1075756 Posts in 44140 Topics- by 36112 Members - Latest Member: Nbohlsen

December 29, 2014, 12:25:24 AM
TIGSource ForumsFeedbackDevLogsThe Archer
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mokesmoe
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« Reply #340 on: June 16, 2011, 09:19:55 AM »

Quote from: gamemaker help
view_current* The currently drawn view (0-7). Use this only in the drawing event. You can for example check this variable to draw certain things in only one view. Variable cannot be changed.
Perhaps it could used in some way to help with your problem?
Otherwise the only other thing I can think of is surfaces, although I don't really know how those work.
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BlueSweatshirt
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the void


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« Reply #341 on: June 16, 2011, 09:49:12 AM »

Here's another thing on your list:
- Fix the HUD not showing up on other views.
- Add a Co-Op mode

Keep it up!

Yeah, the HUD thing is pretty annoying. I was looking at some ways to get around it yesterday but it seems like you have to use sketchy techniques in order to do it, which is kind of annoying. Game Maker doesn't have any kind of "HUD layer" so basically everything has to be drawn in the level space. Right now I have the HUDs following the camera, but when you have multiple views it becomes a problem. I think the only way is to set a 5th view but make it not have a background and then draw it over top of the other ones.

Co-op is also a great idea. But I'll start worrying about that once I get further into the game. Or, hmm. Maybe I'll start thinking about it now so I won't have to change a lot later.


If you ever learn how to do networking in GM, my interest will increase exponentially.  Not that my interest wasn't already dangerously high.

That's definitely something I was thinking about, but I'll wait until the local multiplayer is fun before I start worrying about it too much.

In GM there is a property you can check to see which viewport is being drawn. So you can do something like this:

Code:
if (view_port_being_drawn == 0) { // player 1's view port
    // Draw only player 1's HUD
}

And that'll solve your problems Smiley
Consult the help docs to find out what the property is actually called. If you can't find it, the Game Maker Community has always been helpful.
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Gabriel Verdon
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« Reply #342 on: June 16, 2011, 01:33:23 PM »

Quote from: gamemaker help
view_current* The currently drawn view (0-7). Use this only in the drawing event. You can for example check this variable to draw certain things in only one view. Variable cannot be changed.
Perhaps it could used in some way to help with your problem?
Otherwise the only other thing I can think of is surfaces, although I don't really know how those work.

In GM there is a property you can check to see which viewport is being drawn. So you can do something like this:

Code:
if (view_port_being_drawn == 0) { // player 1's view port
    // Draw only player 1's HUD
}

And that'll solve your problems Smiley
Consult the help docs to find out what the property is actually called. If you can't find it, the Game Maker Community has always been helpful.

Oh sweet, I never even thought about doing it that way. That should work perfectly.

Thanks guys!

Edit: Worked beautifully. Thanks again dudes  Smiley
« Last Edit: June 16, 2011, 02:44:52 PM by Gabriel Verdon‽ » Logged

mokesmoe
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« Reply #343 on: June 16, 2011, 04:14:45 PM »

Sweet!

Looks like we both solved opposite halves of the problem. A nice coincidence.
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Gabriel Verdon
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« Reply #344 on: June 17, 2011, 12:58:53 PM »

DAY 90 - June 17, 2011

  • A few villagers.
  • Added ammunition for arrows.



    ⁃   Add ammunition for arrows.
« Last Edit: June 17, 2011, 05:36:20 PM by Gabriel Verdon‽ » Logged

FK in the Coffee
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« Reply #345 on: June 17, 2011, 01:44:37 PM »

Getting a big Spelunky vibe from those noses.
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Nugsy
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« Reply #346 on: June 17, 2011, 02:27:30 PM »

I think Mr Meatarms' left arm should be moved in by one pixel. It looks a bit strange to me at the moment.
Other than that they are lovely! Hand Thumbs Up Left

Edit: I just noticed the other dude (Sir Spindly)'s arm looks odd too, the guy next to Mr Meatarms.
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Destral
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Climbing that mountain...


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« Reply #347 on: June 18, 2011, 08:14:37 AM »

Those villagers are looking nice! Nugsy might be on to something, though, have you tried moving the arms on the last two villagers one pixel to the left, so they are partly obscured by their bodies?
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Gabriel Verdon
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« Reply #348 on: June 18, 2011, 06:54:09 PM »

DAY 91 - June 18, 2011

  • Didn't have much time to work on the game today since I was hanging out with my best friend who just came back from Australia, but I expanded the enemy layout some. I've also been writing some more notes on the storyline (Game of Thrones has reminded me of the power of a good story).



@Nugsy and Destral:
Yeah, you're right about the arms. I'll definitely fix those up next time I work on them.

@ThePortalGuru:
Hehe. To be fair, there are only about 3 possible combinations of pixels that you can make in order to create something that looks like a nose at that resolution. But Spelunky is awesome and definitely an influence.


Also, I thought this was worth sharing (I've been listening to it on repeat)
http://www.youtube.com/watch?v=hxc0EQiwngE
« Last Edit: June 18, 2011, 07:00:33 PM by Gabriel Verdon‽ » Logged

Gabriel Verdon
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« Reply #349 on: June 18, 2011, 09:46:31 PM »

DAY 92 - June 19, 2011

  • Started working on a debug console so I can figure out what is not working with the ghosts.
  • Added a bunch of icons for editor objects so it is easier to move things around and read the level at a glance.
  • Added working arrow pickups.
  • Got text input, pausing, and drawing working properly with the debug console.
  • Finished debug console.




The only problem is that if I make a typo in the code or try to execute code that causes an error, the game crashes. Does anyone know how to check if a string would execute without error before actually executing it?


edit:
I spent the afternoon making a father's day version of the game. Here is a screenshot:



The guy in the middle is my dad, I'm on the right, and my sister and my dog Patches are on the left  Smiley
« Last Edit: June 19, 2011, 04:47:33 PM by Gabriel Verdon‽ » Logged

Gabriel Verdon
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« Reply #350 on: June 19, 2011, 08:12:54 PM »

DAY 93 - June 20, 2011

  • Expanded the enemy doc some more. Will post high-res once it's fully filled out.

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kitheif
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« Reply #351 on: June 20, 2011, 10:43:14 AM »

When I made a console, I had the same problem with the errors, its possible to change in the settings that when you get an error it just pops up, and lets you close it so you don't exit the game, you can also turn off errors all together but not sure how much you'll want to do that.

Here's what I used as a reference Tongue
http://testgmc.yoyogames.com/index.php?showtopic=473817
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thedaemon
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« Reply #352 on: June 20, 2011, 02:30:47 PM »

I know this is really late but..... 16:10 is 320x200 in old school games. I lol @ the 384  Well, hello there!
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Gabriel Verdon
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« Reply #353 on: June 21, 2011, 12:19:22 PM »

DAY 94 - June 21, 2011

  • A couple of enemy ideas. I was originally planning to do high res concepts of all the enemies before doing pixel art, but since I do art all day at my job I didn't see myself finding the time or energy to do them in the near future.
  • Finished tiling and polishing the versus map (at least until I rework the tileset/design).
  • Added enemy spawners.





When I made a console, I had the same problem with the errors, its possible to change in the settings that when you get an error it just pops up, and lets you close it so you don't exit the game, you can also turn off errors all together but not sure how much you'll want to do that.

Here's what I used as a reference Tongue
http://testgmc.yoyogames.com/index.php?showtopic=473817

Oh... DUH. I totally forgot about that. Thanks dude!


« Last Edit: June 23, 2011, 05:41:43 AM by Gabriel Verdon‽ » Logged

SuperMistLand
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« Reply #354 on: June 21, 2011, 01:00:16 PM »

Really dig those new enemies. This project, including this great devlog, is so inspiring and imaginative.

Keep up the great work!
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Gabriel Verdon
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« Reply #355 on: June 22, 2011, 05:39:27 PM »

DAY 95 - June 22, 2011

  • Expanding the map a bit with some sketched out levels. I'd like to get the entire thing sketched out at some point soon.




@SuperMistLand: Thanks!
« Last Edit: June 22, 2011, 06:30:05 PM by Gabriel Verdon‽ » Logged

Gabriel Verdon
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« Reply #356 on: June 23, 2011, 08:27:27 AM »

DAY 96 - June 23, 2011

  • Doing some tileset tests for the second area.
  • Made a giant to-do document incorporating all my previous to-do lists in this thread.

« Last Edit: June 23, 2011, 10:22:38 AM by Gabriel Verdon‽ » Logged

RadiationBLUR
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« Reply #357 on: June 23, 2011, 09:47:43 AM »

DAY 96 - June 23, 2011

  • Doing some tileset tests for the second area.



Looks Great, only the Lower "Dirt" does not look so good. :D
But the background is awesome. Keep it up.
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Gabriel Verdon
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« Reply #358 on: June 24, 2011, 05:15:13 PM »

DAY 97 - June 24, 2011

  • Added landmarks and enemy spawners to the versus level.
  • Got a new notebook and started writing some more story notes.

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Gabriel Verdon
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« Reply #359 on: June 25, 2011, 01:02:28 PM »

DAY 98 - June 25, 2011

  • Working on enemies today - got the health system redone and working for all characters (players and enemies).
  • Added some temporary hit and death sound effects.
  • Improved blood particle effects.
« Last Edit: June 25, 2011, 05:42:30 PM by Gabriel Verdon‽ » Logged

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