PLEASE HELP
clicking in a bigger view
#1
Posted 25 April 2012 - 02:35 AM
PLEASE HELP
#2
Posted 25 April 2012 - 02:44 AM
#3
Posted 26 April 2012 - 06:50 PM
#4
Posted 27 April 2012 - 01:03 AM
Show the code for the object.
#5
Posted 27 April 2012 - 01:16 AM
#6
Posted 27 April 2012 - 09:19 PM
as said previously there is no code i set it in room settings. if you mean the code for the click object i have drag and drop if object left clicked: then destroyWe're not mind readers so just post the code or no one can help....
I am using 1 view and i used drag and drop but basically if the object is left clicked then destroyHow many views are you using? Just 1?
Show the code for the object.
#7
Posted 28 April 2012 - 01:46 AM
Now, are you absolutely certain it still works when the view is 640x400?
What are the details for the clickable object's sprite?
Are you using a collision mask? (the option the object properties below Parent) If so, what are the properties of that sprite as well?
#8
Posted 28 April 2012 - 07:32 AM
Add nothing except the bare minimum to test.
Wether it works or not, at least you can narrow it down to something with your project or if it really is some kind of limitation, or something you are doing wrong
If test project not working at least u can just post the .gmk for us to look at.
#9
Posted 30 April 2012 - 07:45 PM
collision mask is normal I did'nt change that but i checked if my game maker was f**ked up so I used a friends computer same problem.See, that shouldn't be happening with views, especially when the view-to-port ratio is 1:1.
Now, are you absolutely certain it still works when the view is 640x400?
What are the details for the clickable object's sprite?
Are you using a collision mask? (the option the object properties below Parent) If so, what are the properties of that sprite as well?
you can do it on yours to just make a game. go to room-settings and set width to 1500, and height to 900.
then make a object give it a sprite set left clicked to do something and try to click. nothing will happen
#10
Posted 30 April 2012 - 07:45 PM
I did. same ****In this kind of situation you can often help yourself by starting a new project a test.
Add nothing except the bare minimum to test.
Wether it works or not, at least you can narrow it down to something with your project or if it really is some kind of limitation, or something you are doing wrong
If test project not working at least u can just post the .gmk for us to look at.
#11
Posted 30 April 2012 - 08:20 PM
#12
Posted 30 April 2012 - 10:36 PM
I'm not that experienced really but if you post the test.gmk u just made im sure we can find the problem.I did. same ****
In this kind of situation you can often help yourself by starting a new project a test.
Add nothing except the bare minimum to test.
Wether it works or not, at least you can narrow it down to something with your project or if it really is some kind of limitation, or something you are doing wrong
If test project not working at least u can just post the .gmk for us to look at.
#13
Posted 30 April 2012 - 10:37 PM
possibly but I have full screen clickedis your port size (+ window borders and caption bar, if shown) larger than your screen
#14
Posted 30 April 2012 - 10:53 PM
possibly but I have full screen clicked
is your port size (+ window borders and caption bar, if shown) larger than your screen
and your full screen is capable of doing 1500x900?
I think it can support 1440×900 so is scaled down that 1500 to 1440 and the height was also scale down from 900 to 840 to keep the aspect ration... so you would be like 60 pixels off (GM gets confused sometimes with the mouse_x mouse_y coords)
#15
Posted 01 May 2012 - 12:08 AM
#16
Posted 01 May 2012 - 05:27 PM
I found a solution the problem is computers have trouble scaling down and my view was to big this is the biggest port you can have without messing up the mouse: 1400, 768 which really is the same as 1500 900 but without a glitch.I think unless u post ur test.gmk ur l limiting urself to responses from ppl experienced enough to speculate what the problem is instead of giving ppl like me a chance to debug and probably find a very quick solution (once I get home that is)
#17
Posted 01 May 2012 - 05:29 PM
you were right thankes x 1,000,000. now my game is working fine. hope you all play the finished product of Terran Journey
possibly but I have full screen clicked
is your port size (+ window borders and caption bar, if shown) larger than your screen
and your full screen is capable of doing 1500x900?
I think it can support 1440×900 so is scaled down that 1500 to 1440 and the height was also scale down from 900 to 840 to keep the aspect ration... so you would be like 60 pixels off (GM gets confused sometimes with the mouse_x mouse_y coords)
#18
Posted 01 May 2012 - 05:35 PM
#19
Posted 02 May 2012 - 01:15 AM
What kind of post is that?i need a quidditch background
If you're asking for help I can't imagine how thats going to get you anywhere.
FYI - http://en.wikipedia....play_resolution
I think you should always avoid using a resolution bigger than the display you're running on.
So it would help to at least be aware of native resolutions instead of picking random ones.
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