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April 13, 2024, 05:19:33 AM

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141  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: July 01, 2011, 06:21:57 AM
Ok. THIS is finnished now.

Looks sexy. One thing that gets me is the form of the ship- it seems a little too organic with the rounded top fin and the way the booster blends with the body.
Thats because its a level two Tardis.  Hand Point LeftEpilepticToast Right
142  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: July 01, 2011, 01:36:47 AM
Ok. THIS is finnished now.
143  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: June 30, 2011, 08:59:17 AM
My Word!
Ooooh i like that lightning.

About my piece? Thanks!
144  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: June 30, 2011, 08:22:14 AM
Quote
Rant Rant! Grumpidy Dumpidy!

Well...Then I guess I shouldnt show this then:


You "could" say its a wip though.
145  Developer / Design / Re: Chance in RPG Combat on: June 28, 2011, 01:56:55 AM
I like games that have mechanics that are intertwined and yet verry different. The basic attack is a standard mechanic. Mana is a limited resource mechanic etc. Fun and all that.
146  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: June 27, 2011, 03:53:39 AM
fail

Congrats relix! You have improooooooved a ton since I first saw your work. Great job!!!

Um, are you complimenting me based on Shawny's work? Because that's what you quoted.
Wow, My mistake. I must have copied the wrong picture url. Terribly sorry. Didnt preview. I wanted to put in YOUR piece. Sorry.
147  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: June 26, 2011, 04:43:27 AM


Congrats relix! You have improooooooved a ton since I first saw your work. Great job!!!
148  Developer / Technical / Re: Damn you blurryness!!! on: June 24, 2011, 10:19:52 AM
Thanks. That really helped.
149  Community / Tutorials / Re: Game Maker Tuts on: June 24, 2011, 02:53:14 AM
Seamless Screen-Scaling
Game Maker


This is a tutorial how to get around using GM's built-in screen-scaling, which has an often undesired blur-effect when scaling up. An alternate method was to scale the view-port dimensions to scale the view. The problem with the view-port method is that it causes ugly seams to appear in your graphics when displayed on certain machines.

Thus, we're going to use the surface-method. The good thing about this method is you can apply it to your game easily, because none of your drawing events or anything need to be changed. You just have to make one persistent object at the beginning of the game, be consistent with your scaling, and you're set.

With this method, we will be changing the view-ports as well. This is a sure-fire method, because if the graphics card doesn't support surfaces, it'll automatically revert to using the view-port method, which is better than nothing, right?

So here we go.

STEP 1: Choose the scale you want. Use a view for every room and have the port W and port H scaled appropriately. So, for example, if you were using a scale of 2... it would look like this, in GM's room editor.



It is important that this is consistent for all rooms. If you have lots of rooms, it might be easier to do this via code*. I prefer to do it that way, because then the values aren't constant and I can support multiple different scales.

STEP 2: Create 3 scripts, screen_init, screen_begin, and screen_end. Here is what goes in each of the scripts...

Quote from: screen_init
// screen base(view_wview and view_hview)
screen_x = 0;
screen_y = 0;
screen_w = 320;
screen_h = 240;
screen_scale = 2;

// create a surface for the whole screen to be drawn on
screen = surface_create(screen_w,screen_h);

// this will destroy the screen object if surfaces are not supported on the graphics card, reverting to the viewport method
if screen = -1{instance_destroy();}

Quote from: screen_begin
// this draws the surface on the screen
surface_reset_target();
draw_clear(0);
draw_set_blend_mode_ext(bm_one, bm_zero);
draw_surface_stretched(screen,screen_x,screen_y,screen_w*screen_scale,screen_h*screen_scale);
draw_set_blend_mode(bm_normal);
screen_refresh();

Quote from: screen_end
// this sets surface 'screen' as the drawing target for everything in the game, so all drawing will be done on this surface and not on the game screen
surface_set_target(screen);

STEP 3: Now we have are scripts, but where do they go? Create an object. Like, obj_screen, objScreen, o_screen, or whatever, and do the following:

A) place the screen_initscript in the Create event.
B) place the screen_begin script in the Begin Step event.
C) place the screen_end script in the End Step event.

And place that object in the first and foremost room of your game, mark it persistent, and make sure there are no duplicates of it.

 You're done, and now have nice, crisp scaling Smiley



TIPS:

*Here's how I defined all my rooms in Skullpogo. Instead of going through every room in the game and setting its view dimensions, I just defined it all here in one neat little piece of code at the beginning of the game (right after the screen_init script, actually, because you need to use variables defined in it).

Quote
var w,h;
w=240*screen_scale;
h=320*screen_scale;
room_set_view(rmSplash,0,true,0,0,240,320,0,0,w,h,0,0,0,0,noone);
room_set_view(rmIntro,0,true,0,320,240,320,0,0,w,h,0,0,0,0,noone);
room_set_view(rmGame,0,true,0,0,240,320,0,0,w,h,0,0,0,0,noone);
room_set_view(rmHelp,0,true,0,0,240,320,0,0,w,h,0,0,0,0,noone);
room_set_view(rmScore,0,true,0,0,240,320,0,0,w,h,0,0,0,0,noone);
room_set_view(rmEnd,0,true,0,0,240,320,0,0,w,h,0,0,0,0,noone);

Things to note about doing it this way:

1) Advantage: because if you decide to change your game's scale, you can do it by just changing the screen_scale value. One little number change and its all done.

2) Foresight: what if you want to have the user choose between multiple game scales? Well, you could have the player choose the scale value at the beginning of the game, and then call this script to set all the rooms. Actually that's exactly what I did in Skullpogo.

3) WARNING: You'll notice that I used room_set_view because it can change the view settings in other rooms. Don't change the view port for the room you're in, the results won't be pleasant. I did this all from an INIT room at the beginning of the game, the room itself which doesn't have any view specifications. So make sure this isn't called from any of the rooms that are being altered.

4) Possibilities! Now your whole screen is drawn on a single surface, which can be moved, rotated, stretched, cut up, or manipulated as you please. The latest I made was an effect where the screen spins away into the background, and I took out the draw_blank(0) for the effect, so the screen leaves behind images as it whirls away in the transition. You can also change the color of the screen, save it to external files, darken/lighten it, or even apply screen filters (which I've also covered with my Retro Remakes project).

~*~

So if you got that working, here's a side project for you. Notice that in screen_init, I defined variables for screen_x and screen_y. But so far, they've just sat at zero and don't do anything. With this, you could create a little function that "jumps" that x and y value around a bit, giving the screen a "shaking" effect, and at the end of the effect snapping them back to zero. Or, you could have the screen slide off one side of the screen as a sort of transition.

~*~

Anyhow, enjoy folks. I'm currently working on an advanced GML library/extension called DeftScreen which will be used to handle a bunch of screen, scaling, and view effects and functions with ease. So that'll go here when it's done, too.

Questions can be PMed to me, posted here, or emailed to me ([email protected]). I'm always glad to help.

ChevyRay
Does it apply to 3d?
150  Developer / Technical / Re: Damn you blurryness!!! on: June 24, 2011, 02:51:38 AM
Thanks but...I dont think it works for 3d does it?
151  Developer / Technical / Re: What are you programming RIGHT NOW? on: June 24, 2011, 02:05:10 AM
i am programming my mind.   Epileptic
This   Hand Any KeyHand Any KeyEpileptic
152  Developer / Technical / Damn you blurryness!!! on: June 24, 2011, 02:01:06 AM
I am making a game on gamemaker and damn I find this one thing dissapointing. See, the game is in 3d and I am making 32x32 graphics for it. BUT THE DAMN PC KEEPS BLURRING them. WHY cant it just scale so that they look neat like in 8 bit killer.
153  Player / General / Re: area 51. Thoughts? on: June 20, 2011, 09:09:25 AM
Well, one time I had AIDS... But it cleared up. Now I just play video games.
...  Huh?
154  Developer / Art / Re: show us some of your pixel work on: June 20, 2011, 07:22:15 AM
Me and SundownKid(and a musician who has a name but I'm affraid to misspronounce it. It was something like Pocketgroovy) are making a game. I'm drawing a world map right now:
155  Player / General / Re: area 51. Thoughts? on: June 19, 2011, 12:17:51 PM
Boy, that's a real big article. I'm not sure I could read all that. Would you explain it to me, in your own words, please?
Undecided...Ok. The moon landing is fake because all the video and photos are clearly fake. The shadows do no seem to come from the thought of light source(the sun) but instead from a projector(Nasa said there was no projector) and the astronauts seem to have invisible ropes tied to them. Also, no stars. And the equipment was too primitive for them to survive.
156  Player / General / Re: area 51. Thoughts? on: June 19, 2011, 09:30:48 AM
Conspiracies are everywhere.

I want to destroy Ammerica
157  Player / General / Re: area 51. Thoughts? on: June 19, 2011, 08:07:01 AM
Who is Phobans? Actually, the moon landing IS FAKE!!!

http://www.ufos-aliens.co.uk/cosmicapollo.html


Dont fuckin rant about me. JUST READ IT PLEASE!!!

Also, you think "WTF!? Yeah right, there are things in  area 51 that I have never seenand the moon landing is fake even  though I have TOTALLY seen it and blahblahblah" But when the richest country in the world owns the largest goddamn propaganda machine, what more can you expect?
158  Community / Creative / Re: The 'Duke Nukem Forever' Syndrome on: June 19, 2011, 07:04:10 AM
How does one get over this? There are a million threads like this, and this may sound selfish, but I want to address the issue for myself and for those in my shoes.

Thanks for reading.

Just release stuff, and learn from your mistakes... from what people complain about. Who cares about what other people think.
This!
159  Player / General / Re: area 51. Thoughts? on: June 17, 2011, 10:01:48 AM
here, read this: http://www.gpoaccess.gov/911/index.html

If the idea that 12 tons of steel and aluminum can evaporate from some jetfuel, then you dont deserve to be a game designer.
160  Player / General / Re: area 51. Thoughts? on: June 17, 2011, 09:52:24 AM
I know, right? And what about vaginas?  I mean, has anyone actually seen a vagina?  How do we know they're not just a myth creat4ed by the illuminatti to control our minds!?
Fucking Dick!!! Read the official 9/11 report!!!
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