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Messages - Sephalos

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16
Programming Questions / Re: Creating a wave of Bullets?
« on: May 23, 2015, 10:41:10 AM »
Is this what you were looking to do?
https://www.mediafire.com/download/fdd9y3vrin49eeu/spikeWaveExample.zip

EDIT: Ok I think I misunderstood that. If you DON'T want the wave to be spiky, then this is probably what you were trying to do...
https://www.mediafire.com/download/cw8dsdtnmj8gtdt/roundWaveExample.zip

17
The Lounge / Re: My donation stream weekend
« on: May 22, 2015, 05:48:32 PM »
I read that as My donald stream weekend... I'm disapointed now

18
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: May 19, 2015, 07:16:51 AM »
Saves cannot be loaded from the file select menu, but do work in game
This will work once you create a exe file. For some reason GM:Studio only creates a temp folder for save files while testing. If you need to do more extensive testing I would reccomend you create warps to key locations or use the dev tools during the development phase.

I approve most of the rest of the suggestions, thank you for the extensive testing.

19
Game Design / Re: Gamemaker 8.1 for Windows, gone?
« on: May 18, 2015, 10:23:55 AM »
I think it's officially abandonware. So if you want to pirate it I think at this point it's fair game. Alternatively me and klazen are close to releasing a IWBTG studio engine.

20
The Lounge / Re: Fangame Playstyle
« on: April 24, 2015, 11:55:27 AM »
Literaly worse than power glove.

21
Engines / Re: I wanna be the Engine Seph Edition
« on: April 24, 2015, 11:53:11 AM »
I don't understand how to make room transitions, I put the oRoomSwitch object and put the code:
Code: [Select]
if room = rStage1a {
if x < 8 { room = reisen; player.x = 792; }
}

and get

Code: [Select]
FATAL ERROR in
action number 1
of Collision Event with object player
for object oRoomSwitch:

Unexisting room number: 725

And Klazen's tutorial uses a different method with a different engine, so I'm lost.
This is the first time I do anything programming related, so I'm pretty noob.
This error is pointing that this room doesn't exist "room = reisen;". You need a valid room name here.

22
Since this is a interesting topic for me I've done even more research on the order of events in both GM8.1 and GMStudio.

This is the event order used in GM8.1
(click to show/hide)

This is the event order used in GMStudio
(click to show/hide)

23
Alright, so I've done a bit of testing and it seems that I have the same problem with my engine. My guess is that GM Studio's collision events happen after end step events. I've come up with a work around, it's not perfect but it works for now.

In end step of the player instead of having...
Code: [Select]
if place_meeting(x,y,playerKiller){
    killPlayer();
}

Replace it with this...
Code: [Select]
if place_meeting(x,y,playerKiller) and !place_meeting(x,y,block) {
    killPlayer();
}

This ensures that the player will not die when clipping inside a block. This code will require more testing to make sure it doesn't break the game in any other way.

I will try to find a better solution later. Since we can assume that the collision events happen after end step events in GM Studio, having the block collision detection inside the player step event would work. Unfortunately, it's not as simple as copy+pasting the collision code.

24
I don't have that much experience with game maker studio yet but I'm pretty sure the order of steps should still be the same or at least quite similar. I'm currently making a engine for studio with the help of Klazen so I will definitly check this out to make sure it works correctly on my end.

Unless the order of steps somehow got messed up during the import or you accidently did something wrong, the only culprit I could see is the fact that gravity pushes the player down into a block very slightly. This is because the gravity in the step event of the player object is badly coded and constantly shifts between 0 and 0.4 while standing on a block. Another theory could be that they changed the way solid objects work in game maker studio and you might have to do some collision checking before landing on a block so you don't clip through it.

I would start the game in debug mode (press the red play button at the top) and check the player coordinates step by step to see what exacly happens to the player object when landing a block and go from there.

25
Programming Questions / Re: Help me Timer angle ( Draw Event )
« on: April 21, 2015, 04:40:04 PM »
if you're drawing a sprite do draw_sprite_ext(sprite,subimg,x,y,xscale,yscale,rot,color,alpha) and have the yscale be -1.

if you're drawing a text, use draw_text_transformed(x,y,string,xscale,yscale,angle) and have the yscale be -1.

I think keeping the yscale at 1 would be fine. You'd just have to make sure that angle = 180. If you just flip the yscale, the text will show up backwards.
I guess that's true, I forgot to consider that the text would need to be both xscale -1 and yscale -1

26
Programming Questions / Re: Help me Timer angle ( Draw Event )
« on: April 21, 2015, 01:01:51 AM »
if you're drawing a sprite do draw_sprite_ext(sprite,subimg,x,y,xscale,yscale,rot,color,alpha) and have the yscale be -1.

if you're drawing a text, use draw_text_transformed(x,y,string,xscale,yscale,angle) and have the yscale be -1.

27
delicious fruit is great for getting good games by looking at their ratings.
eeeeeehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh... ᶦᵈᵏ ᵃᵇᵒᵘᵗ ᵗʰᵃᵗ

Feel free to go on and rate games yourself :Kappa: b
ᵗʰᵃᵗ ˢᵒᵘᶰᵈˢ ᶫᶦᵏᵉ ᵃ ᶫᵒᵗ ᵒᶠ ʷᵒʳᵏ ᵏᶫᵃᶻᵉᶰ ᵖᶫˢ

28
delicious fruit is great for getting good games by looking at their ratings.
eeeeeehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh... ᶦᵈᵏ ᵃᵇᵒᵘᵗ ᵗʰᵃᵗ

29
no Super Kid Bros 3? Sad days :BibleThump:

30
Engines / Re: I wanna be the Engine Seph Edition
« on: April 07, 2015, 04:57:55 PM »
I'm not sure what you did but this seems to be a error reguarding the FMOD objects.

Redownload the engine and don't touch those objects.

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