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Biggest "bug"


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#41 Fede-lasse

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Posted 08 March 2011 - 09:00 AM

It often happens that when I open a script, the script window fills so much area that I constantly have to resize it. Make the script window smaller by standard.
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#42 Desert Dog

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Posted 08 March 2011 - 09:16 AM


distance_to_point(x,y) Returns the distance of the bounding box of the current instance to (x,y). (If the instance does not have a sprite or mask, the result of the function is undefined.)
distance_to_object(obj) Returns the distance of the instance to the nearest instance of object obj. (If the instance or object does not have a sprite or mask, the result of the function is undefined.)


This is from the documentation. I call this a bug, though it is a documented bug. The first function should theoretically not need a sprite in any case, unless the documentation is wrong, because it supposedly references the bounding box, and an x/y coordinate. The second should be able to use the actual x/y of the objects, and in fact, should really be that way, since the object center is "where" things are. I'm not going to request extra functions for "sprite-to-sprite" distances since this is the wrong section for that, but generic distance functions such as these seem to me they shouldn't depend on a "graphic", rather actual positions, but maybe that is just me.


If you want to know the distance between two actual points (x,y) to (x2,y2) then just use pure math.
Those functions are for when you need to know the distance between each objects bounding_box/collision mask which is a much more technical(and difficult!) thing to do.

Edit: @paul23 below: :P

Edited by Desert Dog, 08 March 2011 - 09:47 AM.

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#43 paul23

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Posted 08 March 2011 - 09:25 AM



distance_to_point(x,y) Returns the distance of the bounding box of the current instance to (x,y). (If the instance does not have a sprite or mask, the result of the function is undefined.)
distance_to_object(obj) Returns the distance of the instance to the nearest instance of object obj. (If the instance or object does not have a sprite or mask, the result of the function is undefined.)


This is from the documentation. I call this a bug, though it is a documented bug. The first function should theoretically not need a sprite in any case, unless the documentation is wrong, because it supposedly references the bounding box, and an x/y coordinate. The second should be able to use the actual x/y of the objects, and in fact, should really be that way, since the object center is "where" things are. I'm not going to request extra functions for "sprite-to-sprite" distances since this is the wrong section for that, but generic distance functions such as these seem to me they shouldn't depend on a "graphic", rather actual positions, but maybe that is just me.


If you want to know the distance between two actual points (x,y) to (x2,y2) then just use pure math.
Those functions are for when you need to know the distance between each objects bounding_box/collision mask which is a much more technical(and difficult!) thing to do.

or "point_distance(x1, y1, x2, y2)" function :P.
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#44 gnysek

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Posted 08 March 2011 - 10:27 AM

It was hard to choose one, since I have two... but you can always see second one from mantis and it's easy to bypass it for now, so I selected this one:

http://bugs.yoyogame...view.php?id=284

Web splash window can totally freeze GM after it was closed by javascript and you open it again.
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#45 icuurd12b42

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Posted 08 March 2011 - 10:35 AM

file_text_read_real

with file data

1 0 2 0 3 0 4 0 5 6 0

currently 0s are skipped


edit
If someone else can add the dll refusing to load intermitently bug... 'cause I used my main gripe

draw_text. Yep. Text drawing SUCKS. I'm not sure we can change this as it's a bigger issue. We really want to rewrite the whole font stuff though, because it's awful.

If you can figure out a way to disable Clear Type before generating the font when the game starts (default font) or when you make the exe (other fonts), that would resolve a whole lot of disgusting artefact

Edited by icuurd12b42, 08 March 2011 - 11:06 AM.

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#46 Big J

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Posted 08 March 2011 - 11:03 AM

Yeah I mentioned file_text_read_real() skipping zeros and not going to next line on page 1 and Mike mentioned that it's fixed already.

Edited by Big J, 08 March 2011 - 11:04 AM.

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#47 icuurd12b42

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Posted 08 March 2011 - 11:32 AM

@BlueMoonProductions - 3D rendering bug.

This is not a bug. This is simply how graphics cards work. To get correct rendering you have to render all transparent polys after opaque ones. You then will also have to SORT them. Normal practice is like this...

[CUT - No feature requests]
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#48 Big J

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Posted 08 March 2011 - 11:59 AM

We really want to rewrite the whole font stuff though, because it's awful.

Indeed it is awful. I have to have a duplicate font resource just for bold text.
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#49 Xardov

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Posted 08 March 2011 - 12:11 PM

Yeah not sure if this is a bug or not, but it would be nice if YYG fixed objects with too much speed going through walls and stuff like that.
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#50 Davve

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Posted 08 March 2011 - 12:21 PM

Yeah not sure if this is a bug or not, but it would be nice if YYG fixed objects with too much speed going through walls and stuff like that.

Firstly, YYG aren't the ones behind GM.
Secondly, that's not a bug. If you increase the x/y value by too much, chances are the object will "jump over" any walls there might be (especially if they are thin). There's nothing the GM developers can do about this.

You will have to check for collisions yourself using something like this:
if (collision_line(xprevious, yprevious, x, y, obj_wall, 0, 1))
{
    x = xprevious;
    y = yprevious;
}

Edited by Davve, 08 March 2011 - 12:23 PM.

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#51 TheMagicNumber

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Posted 08 March 2011 - 12:33 PM


Yeah not sure if this is a bug or not, but it would be nice if YYG fixed objects with too much speed going through walls and stuff like that.

Secondly, that's not a bug. If you increase the x/y value by too much, chances are the object will "jump over" any walls there might be (especially if they are thin). There's nothing the GM developers can do about this.

If you change the coordinates, there would always be a chance of missing a collision. If the speed of an object is high, GM should properly handle the collisions. It could be considered unexpected behavior.

Davve, YYG is behind GM. Just not versions 8 and under.
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#52 HaRRiKiRi

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Posted 08 March 2011 - 01:51 PM

The biggest bug that I have problems with is font drawing in Windows7. You said that it needs a total rewrite, but maybe you could try to fix this... at least temporarily.

More info here:
http://gmc.yoyogames...0
https://yoyogames.mo...ets/show/897242
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#53 Primoz128

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Posted 08 March 2011 - 02:38 PM

Well idk if this is bug but my particles like laser beam takes the properties of small explosion particle and each has different part system name and all...
(Fix the sloweness of gmaker if you can that would be the best...)
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#54 Primoz128

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Posted 08 March 2011 - 02:51 PM

The biggest bug that I have problems with is font drawing in Windows7. You said that it needs a total rewrite, but maybe you could try to fix this... at least temporarily.

More info here:
http://gmc.yoyogames.com/index.php?showtopic=484999&pid=3604435&st=0&#entry3604435
https://yoyogames.mojohelpdesk.com/mytickets/show/897242


I have no drawing bugs with win 7 and i use win 7 and xp.
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#55 Xardov

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Posted 08 March 2011 - 02:53 PM


Yeah not sure if this is a bug or not, but it would be nice if YYG fixed objects with too much speed going through walls and stuff like that.

Firstly, YYG aren't the ones behind GM.
Secondly, that's not a bug. If you increase the x/y value by too much, chances are the object will "jump over" any walls there might be (especially if they are thin). There's nothing the GM developers can do about this.

You will have to check for collisions yourself using something like this:
if (collision_line(xprevious, yprevious, x, y, obj_wall, 0, 1))
{
    x = xprevious;
    y = yprevious;
}


Or instead you could just limit the speed. :D But... it might be confusing to beginners, that's why i'd like to see it fixed.
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#56 HaRRiKiRi

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Posted 08 March 2011 - 02:59 PM

I have no drawing bugs with win 7 and i use win 7 and xp.

I doubt this is the place for that discussion as this is for reporting biggest bugs. I posted two links and one is to a topic. You can post there. There is also a link to a zip with GMK and a font file. Everyone who has tried it have reported a problem.

Edited by HaRRiKiRi, 08 March 2011 - 03:00 PM.

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#57 makerofthegames

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Posted 08 March 2011 - 03:53 PM

[CUT - No feature requests]

Edited by makerofthegames, 09 March 2011 - 01:51 AM.

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#58 skullnbones

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Posted 08 March 2011 - 04:04 PM

extension package - I've already fix this for extensions (the new Delhi requires is), but if you have a sample extension which has a DLL, then please post it and I'll see what I can do. Is this on Vista or something? If it's just a normal extension, then this is already fixed.


here is an extension with a dll which shows the bug: (extension works but reports an install error. No error on .exe using it though)

bzLight

Using win7
compiled the dll with vc6

have made many other extensions, but only this one had the problem.
edit: I'm pretty sure that this is also the only 'wrapper only' extension I have made, I usually had a few buttons in there.

Edited by skullnbones, 08 March 2011 - 05:19 PM.

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#59 Manuel777

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Posted 08 March 2011 - 04:13 PM

You can't minimize the program when an "Execute code" window is open, trough, you can do it with a script.. that alwas bugged me out.
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#60 Dark Matter

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Posted 08 March 2011 - 04:22 PM

You can't minimize the program when an "Execute code" window is open, trough, you can do it with a script.. that alwas bugged me out.

Yeah, and when the sprite editor is up (which is much more annoying in my opinion).
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