Author Topic: I Wanna Be the Engine KS Edition (For GMStudio)  (Read 56958 times)

klazen108

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #75 on: July 14, 2015, 01:56:35 PM »
The event order is Create Event -> Instance Creation Code -> Room Start. So you can usually put handlers in the Room Start event to use any values you set in the room editor!

And Step, try opening this GMZ instead? Maybe the project is getting corrupted or something, idk, this is the first I've heard of that happening! klazen.com/IWBTG/archive/GMS_Engine_KS_Edition_v0_9.gmz

Stepcore

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #76 on: July 14, 2015, 02:02:18 PM »
Yeah that one works, but I'm still getting the no aligns and spikes through blocks thing :<

Oh room start is pretty smart. I thought that was run as the first thing when loading a new room.

Also small thing, if you're standing a specific distance away from the save, the shot goes through.
(click to show/hide)
« Last Edit: July 14, 2015, 06:48:42 PM by Stepcore »
:PogChamp:

klazen108

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #77 on: July 14, 2015, 07:00:55 PM »
Warning note: to anyone experiencing Stepcore's issues of aligns not working, check your Gamemaker Studio version (it's in the title bar). If you're on 1.4.1598, downgrade to 1.4.1567. 1598 is a beta version, and therefore not guaranteed to be stable. I have submitted a bug report to yoyogames regarding the issue, and hope to see it fixed before the changes in 1598 are rolled into the stable branch.

You will probably need to uninstall gamemaker, then install this version. Make sure you pick that you want to recieve updates from the stable channel - right click the GMS icon in your system tray, and choose "Stable Update Channel":

TheGamerGuy500

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #78 on: July 14, 2015, 08:33:38 PM »
I've already began development with 0.8 of the engine, is there a way I can just get what code was changed so I don't have to start over?
Just the code for the platform bug fix.
« Last Edit: July 14, 2015, 08:45:43 PM by TheGamerGuy500 »
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klazen108

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #79 on: July 14, 2015, 08:50:19 PM »
I've already began development with 0.8 of the engine, is there a way I can just get what code was changed so I don't have to start over?
Just the code for the platform bug fix.

Yeah, check this post - you just need to update the player's end step event for the platform fix.

TheGamerGuy500

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #80 on: July 14, 2015, 09:11:04 PM »
Thanks a bundle, but by the time I saw the reply, I had already investigated the new engine's code and injected the fixed code into my current project.
Next time I'll try to do that first thing. Unless the replacement code is super obscure...
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klazen108

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #81 on: July 14, 2015, 09:19:59 PM »
Whenever I update, i'll keep a list of everything that's changed and include the code in a post here so you can always grab it like that. Should never be any huge changes!

EDIT: I have received confirmation from yoyogames that the collision detection is changing for version 1.4.1598. Therefore, if you're using version 0.9 or earlier of the KS engine, you must use GM Studio version 1.4.1567. I am working on a fix for 1.4.1598, and I'll maintain both versions until 1.4.1598 is officially released.

TheGamerGuy500

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #82 on: July 25, 2015, 06:41:32 PM »
How would I add my own values to the saveGame script? I've tried many things, and some just change another value upon loading, but this new value just never saves even when I have it in the saveGame script with the same syntax as everything else.

EDIT: Whoops. Something else kept resetting that value. It wasn't a fault with the saving script, but placing the value at the bottom before file_bin_close seems to work, would still love to see the suggested retail price (aka best method) for how to do that.

Also how would I add something to the file select for it to display a string of where the character last saved e.g. "grass area" underneath? Maybe also a global.clear to say "complete" under a completed save file? (i've been trying for literal hours and no success. Arrays are too complex apparently.)
« Last Edit: July 25, 2015, 11:44:49 PM by TheGamerGuy500 »
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klazen108

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #83 on: July 26, 2015, 01:06:58 AM »
If you want to add something to the save/load scripts, it has to be symmetrical. Remember that game maker has no idea how your save file is laid out, it's just reading values off of a list. Make sure to put it before the closing bracket for "dyingSave" - that's there to only save your death/time when you die, and nothing else. Here's how you do it:
(click to show/hide)

Think of it like this:
Save:
Code: [Select]
Open file
Put A in file
Put B in file
Put C in file
...
Close File
Load:
Code: [Select]
Open file
Read something from file, put it in A
Read something from file, put it in B
Read something from file, put it in C
...
Close File

Once you've added that value to the scripts, you can use it in game. So just add a "global.clear" value to the scripts, then check it when drawing the menu to see if you should display the clear message, and set it to true when you beat the game, and you're done!

TheGamerGuy500

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #84 on: July 26, 2015, 01:31:29 PM »
Well, for some reason the clear variable changes back to a variable instead of an array and throws an error upon loading a started file stating that it tries to index a variable that isn't an array. Would I have to do some complex array stuffs in the saving and loading scripts?

EDIT: Put the actual arrays in the saving script, but now when I save the game and look at the debugger, a non-completed game has a clear value of 10 and completed has 15 when I specified neither of these numbers for the clear array. I feel like such an idiot. :BibleThump:

EDIT 2: Well that's actually the number of room that the user saved in, even when following that tutorial, it still doesn't save the actual global clear variable correctly.
« Last Edit: July 26, 2015, 09:04:23 PM by TheGamerGuy500 »
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klazen108

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #85 on: July 27, 2015, 12:26:39 AM »
You should probably make a separate topic on how to save, since I've tested loading/saving in the engine and know it works. But the "clear" variable should not be an array, and if it's getting the room value in it, you probably are saving/loading out of order. Make a new topic with your code and I'll be happy to help there!

Kyir

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #86 on: July 27, 2015, 12:58:01 AM »
You need to just put that sample object in already Klazen. Hurry hurry, or you're going to get a million requests for help when everyone switches over.

TheGamerGuy500

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #87 on: July 27, 2015, 02:27:40 PM »
[Well, I did just that.] Hope I can get some help here.
Pro tip: you gotta run and jump at the same time!
Notice: She doesn't stop spinning.

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Kyir

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #88 on: July 27, 2015, 05:06:37 PM »
You could try being a bit more polite. That might help.

klazen108

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Re: I Wanna Be the Engine KS Edition (For GMStudio)
« Reply #89 on: July 28, 2015, 12:09:39 AM »
Just sent you a reply in your other thread, this helps because now it'll be easier to find if anyone else has save issues, instead of having to read through this whole thread (which on one will ever do :Kappa: )