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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 111055 times)
JMickle
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« Reply #60 on: February 15, 2010, 08:19:20 AM »

a few months to get about as fluent as i am now
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Ben_Hurr
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nom nom nom


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« Reply #61 on: February 15, 2010, 09:53:40 AM »

Wow, I wish I had these tutorials years ago!
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mantoe
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« Reply #62 on: August 19, 2010, 10:40:52 AM »

First, thanks for taking the time to make the tut.  I've just started in GM8 and your tutorial combined with the help file and Google has advanced my knowledge drastically  in the past few days.  I have 0 prior coding knowledge.

This is an old topic, but I just found it...

My question to any reading is this... using Derek's tutorial, I am trying to add checkpoints.

I have set up 3 objects:
1. oSpawn - player object is set to be created here
2. oInvisoWall - when this collides with oPlayerShip, oSpawn moves to position oCheckPoint
3. oCheckPoint - an invisible block placed near the wall of oInvisoWall objects

oGameController Step Event code
Code:
 
// Revive the player if he dies
    if (not instance_exists(oPlayerShip))
    {
        if (reviveTimer > 0) reviveTimer -= 1;
        else
        {
        instance_create(view_xview[0]+32, view_hview[0]/2, oPlayerShip);
        oPlayerShip.x = oSpawn.x;
        oPlayerShip.y = oSpawn.y;
        view_xview[0] = oPlayerShip;
        }
    }

Pretty much Derek's code that makes the player jump to the oSpawn position and snaps the scrolling view back to the player.

The first time I test it, oPlayerShip respawns at where oCheckPoint is placed, no problem.  The second and every other time, oPlayShip respawns at (x of oCheckPoint) but at (y of 0), or the top of the screen.

I have instances outside the view deactivated except for the oCheckPoint and oSpawn, they stay active.

I can't yet figure out why after the second respawn it goes to the proper x position but its y position is at the top of the screen.

Update:
I have added a visible sprite to oSpawn and noticed that after the play respawns the oSpawn object jumps up the y axis to 0.  If oPlayerShip collides with oInvisoWall again, it resets the oSpawn object to the proper position.

I don't know the language well enough to figure it out yet.  I will have to keep trying after I get homoe from work.
« Last Edit: August 19, 2010, 11:15:20 AM by mantoe » Logged
antymattar
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« Reply #63 on: October 03, 2010, 01:24:33 AM »

BUT THIS IS GM PRO!!!
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Bree
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« Reply #64 on: October 04, 2010, 06:56:30 PM »

I was quite saddened when I realized that custom fonts were only available in the Pro version. At the same time, twenty bucks ain't that bad of an admission price and it's a nice piece of software...
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s0
o
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« Reply #65 on: October 05, 2010, 01:40:17 AM »

It's important to realize that the Lite version is basically a demo.
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jwaap
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« Reply #66 on: November 23, 2010, 05:01:19 AM »

I'm running into some problems with the non monospace fonts, spaces not getting recognized because they have no hitbox. Any ideas to work around this?

never mind I found a workaround
http://testgmc.yoyogames.com/index.php?showtopic=449965
« Last Edit: November 23, 2010, 05:08:19 AM by jwaap » Logged

Raku
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« Reply #67 on: November 27, 2010, 11:06:18 PM »

I actually have a related question to this topic of text in Gamemaker:
Is there any way to make text look as if it's being typed out, as if someone's talking as you read it?
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Ant
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« Reply #68 on: November 28, 2010, 02:08:50 AM »

You are in luck good sir!
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smokingspoon
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« Reply #69 on: January 13, 2011, 11:26:55 PM »

Ahhhhhh...Cannot wait to see part 5 !!
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« Reply #70 on: January 24, 2011, 05:36:37 AM »

damn, can't wait too!
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Aquanoctis
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« Reply #71 on: January 24, 2011, 03:33:58 PM »

I was quite saddened when I realized that custom fonts were only available in the Pro version. At the same time, twenty bucks ain't that bad of an admission price and it's a nice piece of software...

It can be done in GM Lite as well actually. Just no where near as efficiently unfortunately...
http://gmc.yoyogames.com/index.php?showtopic=455394
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ink.inc
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« Reply #72 on: January 24, 2011, 04:01:03 PM »

damn, can't wait too!



Next Up: The Sound of Music... and sound effects, too!



Since this is probably never going to happen, I'll sum it up for you:

Google Supersound.dll
Download it

Google sfxr
Download it

Follow provided instructions.

Profit.


Note that with game maker, it's a good idea to store your sound files externally and load it as necessary (otherwise startup loading time is horrendous).
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JoGribbs
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« Reply #73 on: February 09, 2011, 06:19:13 AM »

Hey I have a question and thought I'd air it here: Is there a way to check whether there is an instance in between two points? Maybe this will illustrate it better:

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davidp
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« Reply #74 on: February 09, 2011, 06:56:48 AM »

if i recall correctly it is something like this:

collision_line(x1, y1, x2, y2, obj, prec, notme)

Code:
if collision_line(object1.x, object1.y, object2.x, object2.y, true, true)
   stuff happens;

try gm manual for correct code, it's been a while since i last used gm
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JoGribbs
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« Reply #75 on: February 09, 2011, 07:00:57 AM »

Yeah that's what I was looking for, thanks Smiley
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AdamB
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« Reply #76 on: February 09, 2011, 12:55:17 PM »

Thanks man i found this realy helpful. Can't wait for the next, keep up the good work Smiley
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Mir@k
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« Reply #77 on: March 28, 2011, 10:11:55 PM »

Extremely useful tutorial. I learned a lot from this.

A bit sad that it still doesn't have the fifth part, i'm dying to know how Derek's going to explain music handled with code to begginers.
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SageKanye
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« Reply #78 on: July 16, 2011, 02:00:47 AM »

I wonder if Derek will find time in his schedule to make part 5 for us, these are the only tutorials I understood! I spent all day making my "shmup (beta?)" and it's pretty rad. Now I just need to learn about score display, randomizing enemies and increasing difficulty. (If that's even possible)
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« Reply #79 on: October 08, 2011, 08:41:33 PM »

woop! finished part four last week. great learning tool, Derek! Thanks for putting these together.
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