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878697 Posts in 32932 Topics- by 24342 Members - Latest Member: Renegade68

May 22, 2013, 12:28:49 PM
TIGSource ForumsDeveloperTutorialsGame Maker Tuts
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Author Topic: Game Maker Tuts  (Read 126973 times)
pgil
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« Reply #150 on: August 03, 2009, 08:14:39 AM »

Can you contact the person who wrote it?  Maybe they'd be willing to update it if they know people are interested.
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MaloEspada
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« Reply #151 on: August 03, 2009, 08:19:13 AM »

The last post on the site was more than a year ago... But I just sent an email, anyway.
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Clemens
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« Reply #152 on: August 03, 2009, 08:48:45 AM »

Hey Chevy, thanks for all those tutorials and scripts!
I'm trying to consume all the information you've thrown out so far as much as possible, but I ran accros some problems with the view scrolling scripts.

I placed the call of the view_step_towards_point(x,y) script in the players step event. When I tested it, the player just moved outside the room really fast.

So I changed the x and y in this part
Quote
for(i=1; i<=8; i+=1){
    if dist > i*i*2
    {
        x += lengthdir_x( i, dir );
        y += lengthdir_y( i, dir );
    }
}

to

Quote
for(i=1; i<=8; i+=1){
    if dist > i*i*2
    {
        view_xview[0] += lengthdir_x( i, dir );
        view_yview[0] += lengthdir_y( i, dir );
    }
}

Now it works alright, but the movement of the player suddenly is really jerky at times. I suppose this is an effect that occurs when the view tries to catch up with the players position?

So I guess I still have an error somewhere - did I maybe put the script call in the wrong event?
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MaloEspada
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« Reply #153 on: August 03, 2009, 09:01:29 AM »

The author mailed me back, said to update with the DLLs that come with the PXTone, from Pixel's page.

It worked great.
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fraxcell
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« Reply #154 on: August 10, 2009, 09:52:08 AM »

I'm having some trouble with the seamless view scaling. It works great, except when I use a room transition, and the seams in the tiles come back. I'm pretty sure it's because gamemaker uses its own surface when it transitions rooms. Is there a way to change that?
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AKA ninjutsu63
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Paul Eres
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« Reply #155 on: August 10, 2009, 01:53:31 PM »

seams between objects is actually a long-standing game maker video card bug which mark has never fixed -- i think it happens with or without surfaces.
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PlayMeTape
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« Reply #156 on: August 14, 2009, 08:28:22 AM »

Excellent tutorial on surfaces and scaling. It helped me out a lot. Just one problem, it seems to have some problems with certain transitions between rooms (push). I'm guessing this is because they use surfaces? Anyway, does anyone know a way around this?
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ChevyRay
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« Reply #157 on: August 14, 2009, 10:15:38 AM »

If your surface is being mashed by room transitions, you could always just save it into a background, then when the next room starts, draw that background back onto your surface and then delete it. If what you mean is that it just doesn't look correct during the transition, it must just have something to do with the way GM render's the screen during transitions that doesn't agree with running surfaces.

One way around it would be to use your own room transition system, which uses the surface image of the screen and imitates the ones GM uses (or just come up with a better one, because the built-in transitions are often pretty tacky to actually use, if you ask me).
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fraxcell
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« Reply #158 on: August 14, 2009, 12:41:49 PM »

It only shows the seems during the transitions, so I'll probably just make my own system. Or just not use a transition, which doesn't look half bad.
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AKA ninjutsu63
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PlayMeTape
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« Reply #159 on: August 14, 2009, 05:56:00 PM »

Thanks, and you're right they aren't very smooth. I guess I'm just lazy:P. But I've got two other questions now.

First, how do I get the engine to recheck keys when I'm starting a new room. Because as it is right now it takes a while before it actually reacts to keys that are being held in between rooms.

Also, if I want to use a font in low resolution without it trying to smooth them out by filling in pixels on grey inbetween the white ones. Do I have to draw them from a sprite?
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pgil
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« Reply #160 on: August 15, 2009, 05:44:15 AM »

For small text I'd use a bitmap font.  dafont.com has a bunch of them in its pixel/bitmap section. It shouldn't antialias the font if you import it at the original size.
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PlayMeTape
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« Reply #161 on: August 15, 2009, 12:53:33 PM »

Hmmm, so I took your advice and went out and got a beautiful bitmap font. But it still doesn't seem to work. But now that I'm reading your post again, I see that you told me to import it in it's native size. Is there any special way of doing this? Because I just used it's correct size when implementing it. Here's how it looks:

Commodore64  Kiss
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xerus
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« Reply #162 on: August 15, 2009, 06:19:03 PM »

I'm also having the same problem with bitmap fonts in game maker.  It seems there's no way to stop it from anti aliasing them.  (Yet, 8pt Verdana is pixel perfect :I)  I guess using a sprite font is the only way.
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Paint by Numbers
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« Reply #163 on: August 22, 2009, 05:36:51 PM »

First, how do I get the engine to recheck keys when I'm starting a new room. Because as it is right now it takes a while before it actually reacts to keys that are being held in between rooms.

I'm wondering this too. Sad
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ChevyRay
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« Reply #164 on: August 22, 2009, 07:38:58 PM »

First, how do I get the engine to recheck keys when I'm starting a new room. Because as it is right now it takes a while before it actually reacts to keys that are being held in between rooms.

I'm wondering this too. Sad

If you use keyboard_check_direct in place of keyboard_check in your code, it will fix this. But keep in mind that the _direct function will register key-presses when your game is out of focus as well.
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