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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Game Maker For Beginners: Part IV
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Author Topic: Game Maker For Beginners: Part IV  (Read 111044 times)
ஒழுக்கின்மை (Paul Eres)
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« Reply #40 on: October 03, 2009, 09:18:56 AM »

ah. don't forget you still need to set the font too:

draw_set_font(global.myFont);

otherwise it'd just use the default font.
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MaloEspada
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« Reply #41 on: October 03, 2009, 09:20:36 AM »

Yeah, I've done that.
Quote
draw_set_font(global.myFont);
draw_set_color(c_yellow);
draw_text(x-64,y,"chr(26)abcdefgh");

I'm using this just for testing, it displays this at the screen:

chr(26)abcdefgh

chr(26), or whatever the number is, doesn't change to the character I want it to display.
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ஒழுக்கின்மை (Paul Eres)
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« Reply #42 on: October 03, 2009, 09:30:32 AM »

no, not like that!

you have to do this:

draw_text (x-64, y, chr(26) + "abcdefgh");

you can't put the chr(26) in the quotes!

you have to do things like

"My name is " + chr(141) + "gloo."

that'd become

My name is ìgloo.
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MaloEspada
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« Reply #43 on: October 03, 2009, 09:32:40 AM »

Oh. It worked. Thank you a lot, Paul Eres!
And again, sorry for all the trouble.
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JoeHonkie
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« Reply #44 on: October 09, 2009, 07:51:52 AM »

Oh man, I've been waiting for this.  I wonder if I can find all my old code for the previous stuff...
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davidp
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« Reply #45 on: October 14, 2009, 10:10:18 AM »

hm, i was thinking of using custom fonts in my game, but never actually tried to figure it out so this helps a lot.

nice tutorial, overall Smiley

thanks.
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JasonPickering
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« Reply #46 on: October 23, 2009, 09:08:47 AM »

so I have a question. is it possible to load a font, with its actual art. or will it always just fill it in with what ever color. basically if I color in the font and dhade it and all, is there anyway to get the font to display that.
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xot
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« Reply #47 on: October 26, 2009, 10:29:45 AM »

Yes, you can have full color fonts, but they have to be sprite based. See: font_add_sprite()
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hidechron
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« Reply #48 on: January 22, 2010, 04:31:58 PM »

I'm trying to make the example .gmk run at 60 fps, but with my computer it stays around 45.
Am I that greedy with gamemaker to think that it should be working ?
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ChevyRay
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« Reply #49 on: January 22, 2010, 04:43:22 PM »

Are you sure there's not some code somewhere that's setting the room speed to 45? If you have multiple rooms in GM, generally, you have to set the FPS/roomspeed for them individually.

Otherwise, no, there's no reason why it shouldn't be running at the full 60 unless you've got some serious action going on in your game.
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hidechron
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« Reply #50 on: January 22, 2010, 05:21:54 PM »

Nope, i don't think, I have set the room to 60fps and added that line in the draw event of oGame :
Code:
draw_text(view_xview[0]+10, 200, "fps: " + string(fps))
(double checked with fraps also)

I'm stuck under 50 even in the title screen room, talk about some serious action : o).
« Last Edit: January 22, 2010, 05:25:33 PM by hidechron » Logged
ஒழுக்கின்மை (Paul Eres)
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« Reply #51 on: January 22, 2010, 05:35:15 PM »

did you try turning off vertical syncronization? that can lower fps drastically, often to half of a monitor's refresh rate
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hidechron
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« Reply #52 on: January 22, 2010, 05:51:34 PM »

Nope, not activated.
Maybe that's just my computer, it's pretty decent but meh, I don't know, does anyone can make that work at 60 or more(90?) fps ?
« Last Edit: January 22, 2010, 05:54:57 PM by hidechron » Logged
ஒழுக்கின்மை (Paul Eres)
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« Reply #53 on: January 22, 2010, 07:16:39 PM »

maybe you just have a slow computer. what's your cpu? gm games are cpu-intensive.
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hidechron
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« Reply #54 on: January 23, 2010, 03:52:22 AM »

Ok i found the problem, windows 7 isn't leaving enough memory for anything, superfetch too much maybe (disabled :/), so yeah it's working between 60-70fps at best now.
Sorry for the personnal problem...

(amd 4000+ 64X2, 2Gb, Radeon 2600Pro and Seven 64)
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ஒழுக்கின்மை (Paul Eres)
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« Reply #55 on: January 23, 2010, 04:46:07 AM »

that cpu is 5 years old (wikipedia says October 18, 2004), so it's not too strange that you'd get low performance with it, my last computer had a comparable cpu and i rarely got more than 45fps in gm games with it; gm is an interpreted language, so unlike other games the bottleneck for performance is usually the cpu, not the graphics card. after i got a new computer with a more modern cpu gm games max out at around more like 100-200fps.
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hidechron
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« Reply #56 on: January 25, 2010, 12:51:15 PM »

And then I finished the 60fps shmup.

http://forums.tigsource.com/index.php?topic=10711.0
Big thanks for the tutorial. Was fun to make small shmup.
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Mir@k
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« Reply #57 on: February 11, 2010, 09:05:11 PM »

Hey guys, what do you think, should i start following this tutorial series from the beggining and have it completed and wait until part V comes out, or should i wait until Derek has finished it in it's entirety before doing it?
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Kite Line
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« Reply #58 on: February 12, 2010, 01:15:31 PM »

Is there going to be a Part V, or is this pretty much over with?
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Derek
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« Reply #59 on: February 12, 2010, 02:42:37 PM »

Ah yeah... there will be.  I'm itching to finish this tutorial off, but I been busy.  Glad you guys are still interested, though!
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