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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 11:44:52 PM

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501  Player / General / Re: Something you JUST did thread on: August 02, 2011, 06:43:44 AM
Just arrived at local yacht club to check if anyone's here.
502  Hidden / Unpaid Work / Re: ~ An [ORPG] with potential on: August 01, 2011, 08:19:46 AM
 Hand Clap
503  Developer / Technical / Re: The happy programmer room on: August 01, 2011, 08:08:56 AM
PLEASE MAKE A SCREENSAVER OUT OF THAT!  Kiss
504  Player / General / Re: Something you JUST did thread on: July 30, 2011, 03:20:08 AM
Finished second in a sailing compo (with Zoom8)
Beat that guys
505  Developer / Design / Re: The Neverending Hybrid Game Design Game on: July 25, 2011, 10:35:10 AM
Fast-paced Multiplayer FPS + Braid
Insanity. Whenever someone dies, he'll rewind time, and the match will never end.
506  Player / General / Re: Which one is the most important role in game development on: July 25, 2011, 10:29:14 AM
A bit offtopic but related;
I suggest someone should make Indie Developer Skill-level System Self-Evaluation Chart.
507  Developer / Playtesting / Re: Any ideas? on: July 21, 2011, 05:02:49 AM
Make it a roguelike or something like that. I want to see how well random levels/enemies(/plot) would work in a zombie-shooter.
508  Developer / Technical / Re: How to keep track of a branching storyline on: July 18, 2011, 10:47:45 PM


My first thought is to just have 500 boolean values for each task. "Did or did he not complete 'x' task." The obvious problem is that 500 global variables will slow down the game (I'm assuming).

Does anyone have any suggestions or strategies for me?
500 global variables slowing down the game? Probably not. But it might be tedious to initialize those all in code or something like that. Perhaps you should put all story-related vatiables to a global array, and have constants (as a name) for each variable. So you could access those like this: global.storyVar[BeginnerQuestStatus]
Also writing all variables to save file is lot easier with an array.

Hopefully that helped
509  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: July 18, 2011, 09:32:07 AM
Do we have a skype thread to post our skype usernames? I need some more tig peeps in my contacts list.
Agreed!
510  Player / General / Re: What Happened to This Place?? on: July 18, 2011, 08:06:13 AM
IMAGE HERE
Epic first post! Welcome to Tigsville!
511  Developer / Technical / Re: What are you programming RIGHT NOW? on: July 17, 2011, 05:50:11 AM
A enemy editor in GM for GM which exports GML-code(to somewhere?)used to generate those enemies and I'll have to copypaste that code to the GM.

But it's worth it!
512  Community / Assemblee: Part 1 / Re: Oryx - LOFI Fantasy 2D/3D [FINAL] on: July 16, 2011, 10:19:13 PM
They made a separate contract for commercial use of the sprites. Atleast they did that for my animations. And probably with Oryx also.
513  Developer / Technical / Re: BattleBeard's Programming Issues! THE THREAD! on: July 16, 2011, 06:59:01 AM
This should fix it.

Code:
var projectile;
projectile = instance_create(x,y,oProjectile)

if face=LEFT
{
projectile.direction = 180
}
else
{
projectile.direction = 0
}

In original code you used object id, not instance id, so it caused all projectiles to change direction
oProjectile.direction = 180 is wrong
514  Community / Tutorials / Re: GM: NES Zelda Room Changing on: July 10, 2011, 10:07:30 PM
I fixed it guys, no worries Wink

But if anyone knows how to make the screen scroll in from the direction you're headed, let me know! (Again, look at LoZ if you don't know what I mean, conceptually)
I'm not sure if there is a room transitions extension for GM(99% Sure that there is)
But that desired effect can also be achieved with surfaces. I wont go to any details as Im busy right now, and if you wanna figure it out by yourself
515  Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: July 04, 2011, 08:23:38 AM
Progress! Make your own conclusions.
516  Developer / Technical / Re: The GML Questions Thread on: July 03, 2011, 08:57:53 AM
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)
517  Player / General / Re: Something other to do than games on: July 03, 2011, 04:15:34 AM
Become a ridiculous B-movie connoisseur.
Like this?


518  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: July 02, 2011, 03:55:43 AM
What about a movie demake compo? People could find a movie they like (or dislike) and DEMAKE IT. I've always like demakes.
This. Evil
519  Developer / Design / Re: "DUNGEONBUILDERS" / Open Design Doc / Not Really a DevLog (yet) on: July 01, 2011, 09:33:50 PM
Could players attempt to steal from those "Dungeon supplies inc"-shops, roguelike-style? Except that noone won't even try because all shopkeepers are so badass killing machines.
520  Developer / Art / Re: Turn-based comix on: June 29, 2011, 11:53:18 PM
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