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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Game Maker For Beginners: Part II
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Alevice
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« Reply #60 on: December 05, 2008, 07:34:47 AM »

It's still preferable that such code is invoked from the proper set of events rather to just put it on the step event.
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Xion
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« Reply #61 on: December 05, 2008, 05:37:37 PM »

Hey dudes I've a GM question:
can you check to see if the focus on the game has been lost without using the default "freeze game when form loses focus" thing - I'd rather have a pause menu come up in such an event.
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The-Imp
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« Reply #62 on: December 05, 2008, 08:37:42 PM »

All of this is confusing me... I thought it wasn't THIS complicated!
 Cry
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ஒழுக்கின்மை (Paul Eres)
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« Reply #63 on: December 06, 2008, 12:17:58 AM »

Yeah, that works, too.  See, we all learn! :D

I should have guessed - I think for every event there's a corresponding GML function.

Actually no, there's one event that has no gml function, oddly: there's an event to detect changes in the mouse wheel (two events, mouse wheel up and mouse wheel down), but no corresponding gml functions to detect mouse wheel function. So those are actually the only events I ever use, because there's no way to do that from gml.
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Pyrofyr
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« Reply #64 on: December 08, 2008, 12:55:14 AM »

Wow, I'm simply loving this. I've been attempting to get into learning how to make a platformer for years... I've learned a bit of spriting, a bit of programming, but they were mostly in stuff that either burned me out too early because it was so boring, or was so easy that I would simply read the book and say "Okay, that's too easy to bother with".


Playing around with Game Maker and your tutorial leaves me with just the right pace, I plan on looking around for other tutorials as well, but I'm simply loving these.

Hoping I can make a small little platformer (Not an actual game, just some pixels, messing around, and a short little 2 minute story to show a few friends) by March, it'll be wishful thinking but I guess everyone has a goal.
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Melly
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« Reply #65 on: December 08, 2008, 02:56:08 PM »

All of this is confusing me... I thought it wasn't THIS complicated!
 Cry

Try doing the same in C++.
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ஒழுக்கின்மை (Paul Eres)
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« Reply #66 on: December 08, 2008, 03:14:06 PM »

Hey dudes I've a GM question:
can you check to see if the focus on the game has been lost without using the default "freeze game when form loses focus" thing - I'd rather have a pause menu come up in such an event.

No, to my knowledge. Clysm once had the same question, but unfortunately there's no way to do it that I know of. It's possible that it's possible with a dll though.
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Matt Thorson
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« Reply #67 on: December 08, 2008, 06:30:02 PM »

There was some crazy method involving simulating keypresses of Alt+Tab and somehow checking something... or something.

But that was way back in GM4, I don't think I could find the script and I doubt it would even work anymore if I could.

So to my knowledge no, not without a DLL.
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Aaron P
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« Reply #68 on: December 11, 2008, 05:59:21 PM »

Question.

How do you properly use the "position_empty" function?

What i'm trying to accomplish is:

If I click a "basePod" instance, I want it to check "y-64" or 64 pixels above itself to see if an instance already exists. if it's empty, I want it to create an instance. if it's populated, I want it to ignore the code.

Code:
if position_empty(x,y-64)
{
    instance_create(x,y-64,obj_basePod)
}
       

This feels like it should be simple, so what am I missing? Totally incorrect function to call?  Huh?
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Pyrofyr
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« Reply #69 on: December 11, 2008, 10:32:29 PM »

Correct me if I'm wrong (haven't even touched programming in this yet besides the first tut)

but isn't it:
place_free instead of position_empty ?

EDIT: Just confirming, I'm not crazy: http://gamemaker.wikicomplete.info/gml:place-free
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Aaron P
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« Reply #70 on: December 12, 2008, 02:37:56 AM »

Indeed it is. I remember now, I got the "place_empty" and "position_empty" functions mixed. the place_empty does the same as place_free but also takes non-solids into account. Thanks.  Tired
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mirosurabu
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« Reply #71 on: December 12, 2008, 05:06:03 AM »

That's some awesome work. Beer!

Since I am new to GameMaker this tuts will be useful. Smiley
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Matt Thorson
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« Reply #72 on: December 12, 2008, 02:51:21 PM »

The difference between place_free() and position_free(), is that position_free() checks an exact point, while place_free() is equivalent to actually moving the object to that position, checking if it is colliding with anything, then moving it back.

IE: place_free() checks if the current object's collision mask would be colliding with any other objects if it was at the given position.

The same goes for position_empty() and place_empty(), but they also take into account non-solids in their checks.
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Pyrofyr
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« Reply #73 on: December 12, 2008, 10:31:36 PM »

If that's the case, then his original point should have worked, no?

Actually, don't bother answering that just for me... I was just doing google work to help at first, and since I can't find good tutorials on making a platformer on GML, I'm probably gonna pass and try another game making program ;_;
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Pencerkoff
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« Reply #74 on: January 06, 2009, 12:45:45 PM »

Hello this is Pencerkoff


Next Up: We'll build the level, and make the screen scroll!


I NEED THIS.

Also, something quick on how to make multiple "rooms" work... and maybe some talk of arrays.

Still this is better than MMF. 

I am so EXICTED!

-PENCERKOFF
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« Reply #75 on: January 06, 2009, 12:47:16 PM »

PENCERKOFF HAS SEEN THE LIGHT
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JasonPickering
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« Reply #76 on: January 06, 2009, 01:04:15 PM »

yay another happy convert.

now if we can just get sony, microsoft and nintendo on board we are in business.
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« Reply #77 on: January 06, 2009, 02:29:50 PM »

Yeah I think all we have to do is email the guy.
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Levin
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« Reply #78 on: January 07, 2009, 05:15:56 PM »

awesome tutorial, Derek  WinkHand Thumbs Up Right

when for the third one?  Kiss
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Derek
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« Reply #79 on: January 08, 2009, 01:42:46 PM »

SOON!  Hand Shake LeftCorny LaughHand Shake Right
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