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goldsonic46

Member Since 17 May 2008
Online Last Active Today, 09:46 PM

Topics I've Started

Changing direction using direction as vectors

19 January 2013 - 10:49 PM

Hello GMC,

I'm working on changing direction when a collision occurs with a bullet.  When a bullets hits the so called object, the object goes in the direction that offsets its original direction and the bullet's direction before collision, much like how vector mathematics works.  However, I've been having  a difficult time doing this. I think trigonometry is required since you can't simply use the direction variable to modify the direction now that I realize it, yet I have no clue how to properly code the desired behavior. How can I mimic this behavior?

Circularbit

30 December 2012 - 02:15 AM

CircularBit

Note: This is currently a demo and anything that you see is not final as there are some game-play elements that have not been implemented or need to be fine-tuned.

There exists a planet that is under attack from geometric invaders and only you (a ship) can defend the planet and ward off the invaders.  CircularBit is a retro arcade space-shooter that you rotate around your planet, collecting color orbs to restore functions to your planet, upgrade your ship, and, ultimately, defeating the waves of invaders. If you like old school games with a twist, then this game is for you.  

Category: Arcade Space-shooter.  
File Size: About 1.76 MB. Comes in a .exe
Made In: Game Maker Studio Professional  
Vista Compatible: Since this was written on Windows 7, it's safe to say that it does.  
Changes Screen Resolution: No  
Features:
  • Vector style graphics (with some color) that attempt to imitate graphics from the old days of Pong, Space Invaders, and Asteroids
  • 8-bit like sound effects (made in cfxr)
  • 5 weapon options to wipe out invaders, each having different strengths and weaknesses (more to come)
  • 8 ship upgrades that makes wiping out invaders easier (more to come)
  • 9 enemies, each with different behaviors (more to come)
  • Color orbs that give extra benefits for bullets and, in some cases, modify the behavior of certain enemies.
  • A progressive wave mode that gets more intense as you progress.
  • A help guide

SnapShots:: Had to use printscreen commands, so apologies for possibly poor quality.
Menu screen  
Upgrade Screen
Gameplay1
Gameplay2

Download:  Click Here  

Personal Objective: I made this game as an attempt to demonstrate a retro-like environment in which colors can change the playing field for bullets and enemies.  While this game was inspired by Clash N Slash, by Enkord, the game-play mechanism between the two games are different.  Please report bugs, flaws, or imbalances. Feedback is highly appreciated.  Hope you enjoy.

Unable to create screenshot

29 December 2012 - 06:54 AM

I recently got GMS Professional since my copy of GM7 runs like a dinosaur on my computer. I'm about ready to release a demo of my game onto the GMC, but one issue I'm having is creating a screenshot. I have tried to use screen_save and tried to direct it to my desktop, but the image is not created on command. Unfortunately, GMS no longer allows you to use F9 to create snapshots (I believe).

I'm using GMS on a Mac that has a partition of Windows 7 Home Premium on it. Why doesn't this work?

Error on "and" logic

06 August 2012 - 04:52 AM

While I was programming a range of sight for the AI for a game, took  notice that when I used two if statements this way, it would compile fine since the  first if-logic must be true in order to proceed on.

A mock-up of my situation without a for loop.
var find;
 find=collision_line(...);
                      	if(find!=-4)
                      	{
                      	if (find.chaseAfter==playerNumber)
                      	{
   						...
                      	}
                      	}
Here, "find" simply gets the ID of an object if there is a specific object in between the object and the desired point.

However, when I used an "&&", it appeared to throw an error  that "chaseAfter" from "find" doesn't exist even though find must  contain an ID before it continues.
var find;
 find=collision_line(...);
                      	if((find!=-4) && (find.chaseAfter==playerNumber))
                      	{
   						...
                      	}

Somehow I feel that Gamemaker does not stop at an if statement if a certain statement is false. Is this the case or is it a coding mistake on my part?  I'm using GM7.

Future Updates of GM4Mac

15 April 2012 - 05:17 AM

For probably over a year(I can't tell since it has been a while), GM4Mac has not seen an update.  I know that GM HTML5 and Studio have been getting the attention and updates, but after Studio is released, will they refocus on GM4Mac and get it heavily updated and bring it up to par with 8.1 or the proclaimed 9.0?