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#1 talonstart

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Posted 03 May 2012 - 12:15 PM

First step im working on is, setting up a command to open a object bag and closing it with the same key.

Any help would be great.

I have gotten this to open it.. i have tried a true false statement.. as well. but seems to ether work once and not open again
or stay open. .

if (keyboard_check(ord('B')))
{
instance_create(x,y,obj_bag)
}

Any proper code would be greate. Thanks!
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#2 Jack Indie Box

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Posted 03 May 2012 - 12:34 PM

well i dont quite know what you mean. but ill assume you just want to change the state of an object, as i dont know what the bag is or for.

first improvement, eithere use keyboard_check_pressed or use the built in event for key pressed (which would be less versitile);

if(keyboard_check_pressed(ord('B')))
{
obj_bag.state=obj_bag.state*-1;//this will toggle between 1 and -1 which you then can use in the obj to drag the relevent image and run specifc code in either state
}

just make sure you set the original state to 1 or -1 in the bag's create event.

if you give better details i can help more
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#3 talonstart

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Posted 03 May 2012 - 12:45 PM

sure sure...

well lets see.. (its just and obj_bag) .. so far, nothings in it, just creating the object to appear on the screen.
once the object appears, i just want to press b again, and object disappears. removes itself from the screen.. kinda like
and rpg inventory open close.

might need a little more example.

Edited by talonstart, 03 May 2012 - 12:51 PM.

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#4 talonstart

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Posted 03 May 2012 - 01:05 PM

now i have succeeded in making it like this where the obj is always in room but invisible.

//Menu Controll

if keyboard_check_pressed(ord('B')) && obj_bag.visible = false
{
obj_bag.visible = true
}
else
if keyboard_check_pressed(ord('B')) && obj_bag.visible = true
{
obj_bag.visible = false
}


This works.. but donno how well that will do. in another room if i transfered.. .. so trying to figure best option here
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#5 Jack Indie Box

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Posted 03 May 2012 - 01:12 PM

if its an inventory i wouldnt do it as a separate object, put it as a state in your object or controller obj.

but if you did it your way and wanted it to completely go away use with(obj_bag){instance_destroy();}

if you do it in your player that means you can easily make it so you cant walk around and stuff when the inventory is open or other things, like change what the controls do.

just only draw the object if the bag is visible (use if statement), if you didnt know, if you draw in a draw event the default drawing turns off for your object (eg. player will disapear if you were just using default drawing of it's sprite) to turn it back on use draw_self(); asuming you have a modern game maker
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#6 talonstart

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Posted 03 May 2012 - 01:15 PM

i have pro...

Think you can conjure up me an example.. not having a good day today in mind thoughts.. ?
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#7 Jack Indie Box

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Posted 03 May 2012 - 01:22 PM

i currently only have 8.1 installed so you wouldnt be able to open the file.

but anyways i would need to know nearly exactly what you wanted to achieve, its quite an easy thing, to do an inventory but there are many types
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#8 talonstart

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Posted 03 May 2012 - 01:25 PM

im 8.1 .. I have 8 / 8.1 and / studio beta

You can do it..

Just simply looking for what you mean state... a simple press button on off type or deal.. so i can understand it more by feel
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#9 talonstart

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Posted 03 May 2012 - 01:32 PM

im not creating any special game, but upping my knowledge.
i have never made inventory, so im taking my time step by step ..

i have read some tutorials.. but they make me confused.. soo i do one part at a time..
my goal is, a diablo style menu system.. so i can pick up an item, it places it in inventory, from inventoy i can equip it to an armor place, armor shows, stats +, and unequiped goes back to inventory, stats de-gen.

thats my goal in this lesson...
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#10 Jack Indie Box

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Posted 03 May 2012 - 01:38 PM

ok well by state i just used the "offical" name for what you should be trying to achieve. most modern games are programmed using state machines, a state machine is basically a few states an object or game could be in. ie. for game, could be in menu-room_start-running-changing_room-loose_state-game_over

for they could be anything. and when you were in each state(just a variable named something like state, which stores its current state) would run code specific to that state eg. you dont need to have the same code acessible on a menu to what you need when the gameplay is actually running. so you put 2 different sets of codes inside the "if" or "switch" statement


so for our player object we would have:
//*create event*
state="start";

//put your other create code here


//*step event*
switch (state)
{
    case "start": {
    //put any start up code for the object
    }; break;
    case "running": {
    //put all normal gameplay code
    }; break;
    case "bag": {
    //put bag code
    }; break;
    case "dead": {
    //put any dead code
    }; break;
    default: //put some backup code if your switch statement doesnt work;
}


//*draw event*
switch (state)
{
    case "start": {
    //draw start up code
    }; break;
    case "running": {
    //draw player gameplay
    }; break;
    case "bag": {
    //draw inventory
    }; break;
    case "dead": {
    //draw death state
    }; break;
    default: //put some backup code if your switch statement doesnt work;
}

and then when you press B you just need to toggle the state to and from bag

you may want to use a state switch statement on other code areas like keyboard events or anything else

if you really need a full example i may have the time


ps. sorry if any of my code layout is wrong i just mocked it up

Edited by Jack Indie Box, 03 May 2012 - 01:39 PM.

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#11 talonstart

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Posted 03 May 2012 - 01:45 PM

the code making some sense, but a full example would be nice, so i can see the work that is implying.. ill then reference it so i remember.
while you do that ima test it out.


so far this is my code.. maybe you can correct it properly for what im doing.

Player Create


//STATS
max_hp = 100
myhp = 100
def = 50

//gold
gold = 100

//Equipment

//Warn Plate
plateA = false
plateon = 0


player steps
// i understand im using the old way, i will change it when necessary


if keyboard_check(ord('A')) x-=2.8
if keyboard_check(ord('D')) x+=2.8
if keyboard_check(ord('W')) y-=2.8
if keyboard_check(ord('S')) y+=2.8
else

if (keyboard_check(ord('W')))
{
sprite_index = walksp_up
}
if (keyboard_check(ord('A')))
{
sprite_index = walksp_left
}
if (keyboard_check(ord('D')))
{
sprite_index = walksp_right
}
if (keyboard_check(ord('S')))
{
sprite_index = walksp_down
}
else
if keyboard_check(ord('W')) && keyboard_check(ord('D'))
{
sprite_index = walksp_upright
}

if keyboard_check(ord('W')) && keyboard_check(ord('A'))
{
sprite_index = walksp_upleft
}

if keyboard_check(ord('S')) && keyboard_check(ord('A'))
{
sprite_index = walksp_downleft
}

if keyboard_check(ord('S')) && keyboard_check(ord('D'))
{
sprite_index = walksp_downright
}


if keyboard_check_released(ord('W'))
{
sprite_index = standsp_1
}
if keyboard_check_released(ord('A'))
{
sprite_index = standsp_1
}
if keyboard_check_released(ord('D'))
{
sprite_index = standsp_1
}
if keyboard_check_released(ord('S'))
{
sprite_index = standsp_1
}


//Menu Controll : dis regard this... was my own test.

if keyboard_check_pressed(ord('B')) && obj_bag.visible = false
{
obj_bag.visible = true
}
else
if keyboard_check_pressed(ord('B')) && obj_bag.visible = true
{
obj_bag.visible = false
}




draw event


draw_self()

//Equipment
//worn metal plate
if object0.plateA = true
{
draw_sprite(spr_armor,0,object0.x,object0.y)
}

if object0.plateA = true && object0.plateon = 0
{
object0.def += 5
object0.plateon = 1
}



gmk8.1 file maybe you can re-set it properly to what your saying. for less work
Download rpg testing - inventory window.gm81 from Host-A

Edited by talonstart, 03 May 2012 - 01:51 PM.

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#12 Jack Indie Box

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Posted 03 May 2012 - 02:00 PM

im sure you can implement this yourself, if you get stuck i will help but you really dont need an example of how to create a state, i mocked up a switch statement.

just swap references of obj_bag.visible for the variable state

then instead of checking if its true or false or changing it to true or false, set it to "running" or "bag" and check for those values.

also in your file there is no controller object. its a good idea to have one to run code that is not specific to the player. like i said also a global game state in the controller object is a good idea so you know if its gameplay, loose state, highscore.......

you wont learn much if i write it all for you. if you dont understand state machines(im not the best explainer) just google it. there are a few types but it is pretty industry standard
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#13 talonstart

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Posted 03 May 2012 - 02:12 PM

dont need you to write it.. I got good concept. just my mind been on nuclear fallout, for awhile, and desided to break and learn a few new things.. that im not use to doing
..

Obj_controller.. is possible.. i know what you mean there. I usually run a controller in one room upon load then switch out to the main room...
ima attempt to create like what you said.. and read more.. of course :)..
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#14 talonstart

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Posted 03 May 2012 - 02:22 PM


switch (state)
{
    case "start": {
    //put any start up code for the object
    }; break;
    case "running": {
    //put all normal gameplay code
    }; break;
    case "bag": {
    //put bag code
    }; break;
    case "dead": {
    //put any dead code
    }; break;
    default: //put some backup code if your switch statement doesnt work;
}


Care to break this down for me a bit more.. i see the comments..
but example what would i want for a startup code... or running... i see bag what would i or u do for a bag code (would that be the keyboard check).. case dead.. im little lost..

maybe if you put like (an example into that).. thats probably all i need to understand.


So far i created a obj_controller.

i created in a create event state = "start"

im in my steps..

now im trying to break down what your doing
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#15 Jack Indie Box

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Posted 03 May 2012 - 02:44 PM

switch (state)

{

    case "start": {

    //this state for player is only needed if you want to run something at the start of the player being made, other than the create event of the object. so you probs dont need

    }; break;

    case "running": {

    //i named it running but could be called normalgameplay or anyhting. put all step event code that you want to happen when the player is in this state. ie. when he is allive but not using inventory or interacting with a npc or something. you can add more states just by adding another case "something":{ and the rest of the code};break;

    }; break;

    case "bag": {

    //if you want the player to select items in the bad or something pu the code for it here, this state also will mean the player wont run around whilst hes dealing with his inventory unless YOU want him to.

    }; break;

    case "dead": {

    //put any code for when hes dead like a death sprite or respawning or whateva, it varies from game to game

    }; break;

    default: //put some backup code if your switch statement doesnt work;

}

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#16 talonstart

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Posted 03 May 2012 - 02:45 PM

Im reading upon states... gah what a head ache..

is there a way to destroy_instance from another object.. . gml..

like obj_bag.instance_destroy()...

that be a use full thing for me..

I figured i can create scripts

bag()

im starting to figure it out slowly.. just need to find a good tutorial on how its working, Most of the tuts i run into is just over crowed with crap i dont wanna learn.
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#17 Jack Indie Box

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Posted 03 May 2012 - 02:59 PM

with(object){instance_destroy();}
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#18 talonstart

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Posted 03 May 2012 - 04:29 PM

gah im still so lost on this...

i checked out some other tuts of states.. but im not having any luck with this..
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#19 Jack Indie Box

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Posted 03 May 2012 - 04:45 PM

i think your thinking too hard on this, its really simple


state machines just split up your code automatically(based on the state) allowing only relevant code for that state to run.

just implement that switch statement in everywhere where you run code specific for states. and you can switch states when needed by changing the variable state's value to what state you want it to be. which could be due to a key press(like the bag example) a collision, after an amount of time or any other interaction.

i cant help you with the theory any more nor am i going to code it all for you. but is one section of your code doesnt work ill help.

sorry if this isnt what you want
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#20 talonstart

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Posted 03 May 2012 - 04:56 PM

its what i need.. my brain is just farting..

just trying to figure out how its suppose to work...

like for example.. (where would i put the keyboard command) , and how will it close the bag....

The code you wrote makes sense, just i havnt ever done this before, so im trying to peice it together.
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#21 talonstart

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Posted 03 May 2012 - 05:02 PM

Im starting like this

i made new project..

I created an object called

obj_controller...

In create event i made your

state = "start" (if this is correct)

i made a step event (pasted your code)
also created object called obj_box

im just testing how this works...

just need the walk through.

I understand you dont wanna write it for me, i wont learn.. I respect that.. but im trying to figure the steps, and how i learn requires heavy attention.. cause i like to break it down how it all works...


this is now in my obj_controller steps (whats first)
switch (state)
{
case "start": {

}; break;
case "running": {

}; break;
case "bag": {

}; break;
case "dead": {

}; break;
default: //put some backup code if your switch statement doesnt work;
}
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#22 Jack Indie Box

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Posted 03 May 2012 - 05:26 PM

no put that state machine in the player object. as thats where the code will run, then you can put movement within the "running" section and all the inventory code inside the "bag"...


if you want another global state machine you should use global.gamestate and put that in the controller with a switch statement, that has menu, start,gameplay, gameover, highscore, restart
but this is not necessary for just programming the gameplay
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#23 talonstart

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Posted 03 May 2012 - 05:34 PM

ah... okay will im scripting this up..

so right now not to worried bout whats in the inventory, but to just open and close the obj_box...

where would the code go for that. using ur mock up.
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#24 creators124

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Posted 03 May 2012 - 05:37 PM

if the player can open it up no matter what (except dying) put it in the character if you want to open it at specific points create an obj_bag that is in the specific places and only accessible through that obj_bag.
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#25 talonstart

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Posted 03 May 2012 - 05:39 PM

create event
state = "start"

steps event (player)

switch (state)
{
    case "start": {
    //put any start up code for the object
    }; break;
    case "running": {
    if keyboard_check(ord('A')) x-=2.8
    if keyboard_check(ord('D')) x+=2.8
    if keyboard_check(ord('W')) y-=2.8
    if keyboard_check(ord('S')) y+=2.8
    }; break;
    case "bag": {
    //put bag code
    }; break;
    case "dead": {
    //put any dead code
    }; break;
    default: //put some backup code if your switch statement doesnt work;
}


tried this out.. upon loading, i placed the object into the room.. w a s d dosnt move.. soo what am i missing here to control the "running"
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#26 Jack Indie Box

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Posted 03 May 2012 - 05:55 PM

you have to transition between the states, you havent told it to change from start to running. if you dont want a start state just change the value to "running" in the create and then test again
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#27 talonstart

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Posted 03 May 2012 - 06:00 PM

ahhh

hmmm this is slowly making sense
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#28 talonstart

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Posted 03 May 2012 - 06:04 PM

okay.. got it, in the start, i just made state = "running" it started that up nicely.

Now lets continue down the block.. (where would i place to create the obj_bag to load). and close
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#29 talonstart

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Posted 03 May 2012 - 06:09 PM

GOT IT :D hahahahahhahah

AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

switch (state)
{
    case "start": {
    state = "running"
    }; break;
    case "running": {
    if keyboard_check(ord('A')) x-=2.8
    if keyboard_check(ord('D')) x+=2.8
    if keyboard_check(ord('W')) y-=2.8
    if keyboard_check(ord('S')) y+=2.8
    if keyboard_check(ord('B'))
    {
    state = "bag"
    }
    }; break;
    case "bag": {
    instance_create (120,120,obj_box)
    if keyboard_check (ord('B'))
    {
    with obj_box{instance_destroy()}
    state = "running"
    }
    }; break;
    case "dead": {
    //put any dead code
    }; break;
    default: //put some backup code if your switch statement doesnt work;
}

oh yah, and thanks for the keyboard_check_pressed works so much smoother

Edited by talonstart, 03 May 2012 - 06:13 PM.

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#30 Jack Indie Box

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Posted 03 May 2012 - 06:10 PM

lol your still not getting it, you dont need a whole extra object for the bag. this code will allow for it in the player.

when you swap to bag state, you just change the controls and draw the inventory/anything in it. so you need this state machine in the draw event too.

once you have the player drawn in the "running" section of the draw, you can have drawing of the inventory in the "bag". and pressing b should toggle them if you put in the step event

//in running
if keyboard_check_pressed((ord('B')){state="bag";}

//in bag
if keyboard_check_pressed((ord('B')){state="running";}

it should swap and change between the 2 and you should see it
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#31 talonstart

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Posted 03 May 2012 - 06:18 PM

I get what your saying.. but right now, this was what i was looking and is working for me right now.. The inventory object bag.. as i was stating is how i needed it open.. for that object carries vital information.. and things i use.. But i also see that i can just draw the sprite / and the texts / boxes / anything i want to be placed in there. but that wasnt my concern right now..

I'll still play with it.. and probably have more questions.. but right now, you made my object do exactly what i was looking for.. 1 + rep for you my friend Thanks so much.
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#32 FoxInABox

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Posted 03 May 2012 - 06:18 PM

In case you wanted to know.. your earlier open/close code could be cut down to:
if keyboard_check_pressed(ord('B')) with(obj_bag)visible=!visible;
and you can disable movement by checking if it is visible
if obj_bag.visible exit; // don't do code below if bag is open
remember to keep the code to open/close inventory above the exit code if you use it.. good luck
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#33 creators124

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Posted 03 May 2012 - 09:16 PM

I think you should still do Jack's way since it is more efficient. :D
also I'm glad you found your solution if you have a problem drawing the inventory, tell us! Posted Image

Edited by creators124, 03 May 2012 - 09:17 PM.

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#34 talonstart

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Posted 03 May 2012 - 09:30 PM

Jacks way is def. the direction i'll be heading when i get to that..
right now, not needing too.. i got what i was looking for, and when i get to drawing the (boxes) to collect the items, ill head his way.
i understand it now.. just needed that little push... was like he said, over thinking the situation.. trying to hard for something simple.

but im glad i figured this out.. this is 100% useful for many things now.. exciting :) actually... I never did states.. and case files never understood.
this cuts my scripting of true false statements in half.. very pleased with this outcome.
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#35 creators124

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Posted 03 May 2012 - 09:41 PM

Jacks way is def. the direction i'll be heading when i get to that..
right now, not needing too.. i got what i was looking for, and when i get to drawing the (boxes) to collect the items, ill head his way.
i understand it now.. just needed that little push... was like he said, over thinking the situation.. trying to hard for something simple.

but im glad i figured this out.. this is 100% useful for many things now.. exciting :) actually... I never did states.. and case files never understood.
this cuts my scripting of true false statements in half.. very pleased with this outcome.

AWESOME!
You learned more GML coding! Posted Image
This is exciting!
Even I learned states and cases! :D Posted Image
well I'm just saying need help with drawing your inventory, tell us!Posted Image
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#36 talonstart

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Posted 03 May 2012 - 09:48 PM

well how bout ill contact you when im ready to start scripting how to put the items in to the inventory..
Let me know if you can help me figure that out.. ill contact you personally
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#37 creators124

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Posted 03 May 2012 - 09:56 PM

well how bout ill contact you when im ready to start scripting how to put the items in to the inventory..
Let me know if you can help me figure that out.. ill contact you personally

I love helping!
also not a big fan of coding yet.(because of medicine, I feel woozyPosted Image)
But I'll try my best!Posted Image
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#38 Jack Indie Box

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Posted 03 May 2012 - 09:56 PM

btw, the only reason i knew about states was university :P and i have rarely used them as i am lazy, but it is great coding practice. having coded in game maker since 4.0(self taught ofcourse) i never did use them till 4 years ago and its a hard habbit to break into XD

but heres for all of us going forward and actually coding with good practices and not regretting it later!
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#39 talonstart

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Posted 03 May 2012 - 11:43 PM

Agree'd

I usually scripted in as2.0, But i got a little bug when scripting in as3 and was just so frustrated with there whole concept, and did some research for game engines, came across gamemaker 8.1.
Read about it, and saw it has alot of java / as2 feel to it, Just now i dont gotta script every event to happen like i was in as3.. import this , import that, add this, if that, cross your fingers there talking properly, checking mem leaks.. all became to slow my progress down when starting Nuclear Fallout (nebula shooter).. i been working on for almost 2 years. After getting gm... It worked like a champ for all my games to come. this is a perfect engine.. 2.5d games im into casual gamers.. NF will become a great shooter, (great graphics / effects) all built in 3dsmax, with a little help from a couple of coding buddies, who implanted alot of scripts as well..

Im glad to find a great community and people that are all willing to push and help on another, with proper communication..
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#40 creators124

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Posted 03 May 2012 - 11:57 PM

Agree'd

I usually scripted in as2.0, But i got a little bug when scripting in as3 and was just so frustrated with there whole concept, and did some research for game engines, came across gamemaker 8.1.
Read about it, and saw it has alot of java / as2 feel to it, Just now i dont gotta script every event to happen like i was in as3.. import this , import that, add this, if that, cross your fingers there talking properly, checking mem leaks.. all became to slow my progress down when starting Nuclear Fallout (nebula shooter).. i been working on for almost 2 years. After getting gm... It worked like a champ for all my games to come. this is a perfect engine.. 2.5d games im into casual gamers.. NF will become a great shooter, (great graphics / effects) all built in 3dsmax, with a little help from a couple of coding buddies, who implanted alot of scripts as well..

Im glad to find a great community and people that are all willing to push and help on another, with proper communication..

WOW!
this makes me feel awesome!Posted Image
I'm glad I'm part of this community!Posted Image
I like felling helpful, main reason I'm here!Posted Image
also is everything going smoothly with the inventory selection menu?(possibly shop?)Posted Image
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#41 talonstart

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Posted 04 May 2012 - 03:32 AM

ill be working on that tomorrow, If you wanna help creator.. I havnt got a clue, where to start to even add it yet.. Very soon.. i got a few tutorials to watch..
something bout (0,0) type arrays.. but im not understanding the process yet, trying to figure out how some added, the images, to show in the blocks, and how to even make the blocks,
but ill start slow.. and work my way up.

Thanks guys
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#42 creators124

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Posted 04 May 2012 - 03:56 AM

wow...
what type of tuts?
I'll like to see them, too!Posted Image
I'll like to learn them, too!
also, you could use grids!
they are helpful in organizing!
if no, then tell me, or show me, some sort of of sketch where you'll like the items displayed!
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#43 talonstart

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Posted 04 May 2012 - 12:14 PM

Starting on the inventory collecting today..
gonna read some tutorials.. follow some steps.. and figure out how i can make the boxes. and place them into the (obj_bag) so you can open and it'll be there not on the main screen..

creator ill keep in touch with you as i go.
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#44 creators124

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Posted 04 May 2012 - 02:47 PM

Starting on the inventory collecting today..
gonna read some tutorials.. follow some steps.. and figure out how i can make the boxes. and place them into the (obj_bag) so you can open and it'll be there not on the main screen..

creator ill keep in touch with you as i go.

I'll like to know but I'm going to school! Posted Image
I guess I'm still learning, right?
well good bye till 8 hours from now and I know you'll figure it out by them.Posted Image
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