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Fangames => Game Design => Topic started by: Kanaris on November 15, 2016, 12:09:51 PM

Title: Some observations about Event Order and other Studio mechanics
Post by: Kanaris on November 15, 2016, 12:09:51 PM
The following was tested in Gamemaker: Studio (v1.4.1763) on Windows 7.
Most of the important aspects of Event Order in Studio are covered in Klazen's tutorial (https://klazen.com/IWBTG/tutorial/dev_tutorial.html#Event_Order), but I had some issues related to Event Order and couldn't find anything useful on google, so I decided to run some experiments. Most of the info here isn't new, or is nigh useless. Nevertheless, I wanted to collate the information so that maybe I can help people.
Each event is run for every object in your game before moving on to the next event, and from previous research, which object runs first seems to be determined by its order in the Objects folder in your project.

Initialisation Events:




Step Events:



Draw Events:



Some observations..









Thanks for reading. I hope this helps someone.
Title: Re: Some observations about Event Order and other Studio mechanics
Post by: KingThe SlendyKiller on November 15, 2016, 12:21:02 PM
Thanks for doing this, maybe it'll be useful to me :atkHappy:
Title: Re: Some observations about Event Order and other Studio mechanics
Post by: L4Vo5 on November 16, 2016, 08:29:49 AM

  • If you press and release A/D once every step you can actually run at 4 pixels/frame instead of 3 :O

What? why?
Title: Re: Some observations about Event Order and other Studio mechanics
Post by: BaronBlade on November 16, 2016, 09:02:26 AM
That only applies if you have a/d align enabled; since pressing a or d moves you a pixel, doing so every frame effectively moves you 1 pixel/frame. depending on which, you can add this speed to either arrow key to move at either 2 pixels/frame or 4 pixels/frame.