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Programming Questions / Re: Need help with traps, and something to help in my gamemaking future
« on: September 01, 2015, 03:09:13 PM »
Thanks for all the suggestions and tips!
I began by downloading the only other engine I know of for GM:S, which was just only recently released. I think that my main problem thus far has been, like you all said, not having experience. The other problem is that I was using the KS Engine, which is a great engine for skilled coders, but is not exactly a good place to start for myself having no coding prior. When people said they liked Klazen/Seph engines because they were good for coders to just go at it, I didn't realize the extent of that.
I think that by using YoYo's engine, in addition to some of the tips you guys gave, I will be able to implement a lot of the ideas I want into my game.
I do have one quick question though, can I simply take the spikeTrigger objects from Yoyo's code and apply it to the KS Engine? I really like the Main Menu and options that come embedded in the KS Engine, and I only really want jump refreshers and the triggers/spike traps. Will I run into a lot of problems if I try to do that, or should I just suck it up for now until I am a little more skilled and use Yoyo's engine?
I really appreciate all the help! Also, I think Klazen's idea of creating a coding tutorial would be really helpful to people like me. Frankly, I really didn't understand much of the code you posted due to my vast inexperience. Some of it I could follow but huge lines of code are hard for me to understand and are very intimidating to me
Finally, is there a way I can decompile games made in 8.0 so that I can look at them and their codes in Studio? I've tried once before but it seems GM:S doesn't like the format the decompiler makes the decompiled game. In the future I have an idea for a medley game that I'd like to do, and I might as well know if I can decompile now before I get myself excited for it or plan. Thanks again!
I began by downloading the only other engine I know of for GM:S, which was just only recently released. I think that my main problem thus far has been, like you all said, not having experience. The other problem is that I was using the KS Engine, which is a great engine for skilled coders, but is not exactly a good place to start for myself having no coding prior. When people said they liked Klazen/Seph engines because they were good for coders to just go at it, I didn't realize the extent of that.
I think that by using YoYo's engine, in addition to some of the tips you guys gave, I will be able to implement a lot of the ideas I want into my game.
I do have one quick question though, can I simply take the spikeTrigger objects from Yoyo's code and apply it to the KS Engine? I really like the Main Menu and options that come embedded in the KS Engine, and I only really want jump refreshers and the triggers/spike traps. Will I run into a lot of problems if I try to do that, or should I just suck it up for now until I am a little more skilled and use Yoyo's engine?
I really appreciate all the help! Also, I think Klazen's idea of creating a coding tutorial would be really helpful to people like me. Frankly, I really didn't understand much of the code you posted due to my vast inexperience. Some of it I could follow but huge lines of code are hard for me to understand and are very intimidating to me
Finally, is there a way I can decompile games made in 8.0 so that I can look at them and their codes in Studio? I've tried once before but it seems GM:S doesn't like the format the decompiler makes the decompiled game. In the future I have an idea for a medley game that I'd like to do, and I might as well know if I can decompile now before I get myself excited for it or plan. Thanks again!