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RubixCube
Member Since 02 Dec 2008Offline Last Active May 11 2012 03:50 AM
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In Topic: Cutscenes with Timelines
02 February 2012 - 07:38 PM
Do you mean I should use a path within a timeline? Because the timeline should have a lot more than just movement. It should have instance creation and destruction, dialogue, and all sorts of other stuff. Using a path inside a timeline sounded good though, but I need to make it look like, during the cutscene, the character doesn't have any more ability than what the player had. Running, slowing down, speeding up, jumping. All these things seem like they would look really weird when using paths. I'm not sure paths are the answer.
In Topic: GM8.1 draw_text(variable), not working
07 December 2011 - 09:12 PM
I don't understand, are you saying you have you used debug mode to check what's inside of the variable when the code runs to draw it? It could be a lot of things.
EDIT: Lol sorry, I misread your post. To make sure, you've tested the variable in debug, the draw functions are in the draw event, and the draw functions are working with normal text?
stringtext was initiated like this right?
globalvar stringtext;
I'm not sure you need the "global." when drawing it. Have you tried taking out?
EDIT: Lol sorry, I misread your post. To make sure, you've tested the variable in debug, the draw functions are in the draw event, and the draw functions are working with normal text?
stringtext was initiated like this right?
globalvar stringtext;
I'm not sure you need the "global." when drawing it. Have you tried taking out?
In Topic: making an RPG
07 December 2011 - 09:08 PM
Well first of all, how do you decide the player attack right now? If it's a variable then you can just increment that variable by however much stronger you want the player to become.
For leveling up enemies you can have enemies stats be variables to. Lets say you have a variable that tracks the players experience.
When this experience reaches a limit of some sort (when the player has enough to level up)
You can have enemies stats work on equations that work with their level.
Inside of the enemy object for example you could have the enemies attack do something like this
enemyAttack = 5+(enemyLevel*2);
You could have similar equations for all of the enemies stats, but these are all just examples. If you keep playing around and experimenting with Game Maker, you'll figure this stuff out eventually.
For leveling up enemies you can have enemies stats be variables to. Lets say you have a variable that tracks the players experience.
When this experience reaches a limit of some sort (when the player has enough to level up)
if (playerExperience > limit)
{
//reset the experience
playerExperience = 0;
//add levels
playerLevel += 1;
enemyParent.enemyLevel +=1;
//make it harder to level up
limit *= 1.3;
}You can have enemies stats work on equations that work with their level.
Inside of the enemy object for example you could have the enemies attack do something like this
enemyAttack = 5+(enemyLevel*2);
You could have similar equations for all of the enemies stats, but these are all just examples. If you keep playing around and experimenting with Game Maker, you'll figure this stuff out eventually.
In Topic: variables and now arrays? *Headache*
07 December 2011 - 08:48 PM
It looks like you're miss understanding arrays. Think of the inside of the brackets as coordinates
dat[2+1] is actually just the variable dat[3]. dat[3] is just a variable. The math going on inside of the brackets is to find that variable.
So when you do Adding+=1 and put it in the brackets like this dat[adding], you're just changing the variable that you're looking at. You're not adding to the value stored in that variable.
dat[2+1] is actually just the variable dat[3]. dat[3] is just a variable. The math going on inside of the brackets is to find that variable.
So when you do Adding+=1 and put it in the brackets like this dat[adding], you're just changing the variable that you're looking at. You're not adding to the value stored in that variable.
In Topic: Text Wrapping *solved*
06 December 2011 - 08:24 PM
Yeah, sorry, I meant the fourth parameter. Anyways, yeah, it seems to be because I was adding string_char_at(otherString,0) to the string I was displaying. It looks like strings start on the first postion rather the the 0th position.
Thanks guys.
Thanks guys.
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