Anything different about these functions now?
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Mr. RPG
Member Since 06 Apr 2008Offline Last Active Today, 01:47 AM
Community Stats
- Group GMC Member
- Active Posts 2671
- Profile Views 15406
- Member Title GMC's Forum Troll
- Age 19 years old
- Birthday March 29, 1994
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Gender
Not Telling
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Location
United States
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Interests
Making Games
RPGs
Final Fantasy
The Legend of Zelda
Gauntlet
Dragon Quest
Almost any NES RPGs and Adventure games -
Version
GM:Studio
Latest Visitors
Topics I've Started
Game_Save/Load
11 April 2013 - 09:43 PM
What Would You Recommend I Do?
29 March 2013 - 05:46 AM
Currently, I only have the iOS (and HTML5) modules. While I want to make use of my iOS module I do not have a Mac (costs way too much). However, I decided that I could use my brother's MacBook Pro to test with the iOS module. I was originally going to do this however..
I currently have a bit more money to spend because of my birthday (which is today) which is enough for me to get a Nexus 10, since I also want to develop the same game for Android. Do you think I should save up for a Mac mini or just get the Nexus 10 now and wait for a Mac mini when the Macs get a hardware refresh? I should be able to test without actually having the Android module correct?
I really need to make a decision soon, so I am curious as to what you guys think I should do.
Creating A Menu With Columns And Rows
22 March 2013 - 03:27 AM
Yeah, this should be an easy solution, but I cannot figure it out and it is causing me to get stressed over it. It's really frustrating.
I made a menu, currently it will draw one column, but if the menu_size (amount of options for the menu) of the menu has more than 3 options, then I want the next 3 options to be drawn in a new column. This is pretty much what I am trying to do, but I can't figure it out.
I won't even bother to post any of the code I have, it is just a horrid mess. I somehow managed to make extra columns, but they just draw the same options over and over. It's just depressing that I cannot figure out something so simple.
Collision With Mouse For A Menu
17 March 2013 - 09:25 PM
return (mouse_x > argument0 && mouse_y > argument1 && mouse_x < argument2 && mouse_y < argument3);
The problem is, that I cannot use it "properly" for a menu so you can use touch or mouse with it.
[size=2] if (collision_mouse(x,y,x + menu_width,y + (i*global.font_height)+4))[/size]
{
draw_text(x,y + (i*global.font_height)+4,string(i) + ">");
[size=2] }[/size]This is a part of the script that loops everything that is in the menu[] array. The problem is the mouse will sometimes hover on multiple items at once. However, seeing the whole thing is always better. So here it is.
Use Enter to create a new menu. Check the Draw Event of oMenu. You'll notice in the game that if you hover your mouse over one of the selections it will hover over everything.. Now I was thinking about increasing the height of the selections but I can't seem to get to work correctly.
Also, I have another question. How do I make the width of the menu window the width of the longest string of the menu selections? I was going to do a loop to check for it.. but if there's a faster way I would love to know.
- Removed -
Device_Ios_Get_Image And Device_Ios_Get_Imagename?
02 March 2013 - 04:50 AM
They aren't documented yet so I would have no idea on how to use them.
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