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Spiritwolf

Member Since 20 Dec 2009
Offline Last Active May 09 2013 11:14 PM

Posts I've Made

In Topic: Solved --Checking If Position Is In View?

06 May 2013 - 12:09 AM

oh woops. I thought it was instance specific.

 

Anyway I guess this is solved, I don't think this can be simplified any more.

 

if startx < view_xview[0] or startx > view_xview[0]+view_wview[0]
{if starty < view_yview[0] or startx > view_yview[0]+view_hview[0]
 {x = startx
  y = starty}}

In Topic: Solved --Checking If Position Is In View?

05 May 2013 - 11:33 PM

That is what I am coding right now, but it seemed like too much effort for something so simple. I thought there must be a simpler way. 

 

Also I'm seeking coding for a point (x,y) and not an object. I can just use view_visible for objects.


In Topic: Two Objects Colliding Then Sticking Together

05 May 2013 - 01:59 AM

Save the y coordinate of the bullet collision as a variable and then draw the bullet sprite on the shield's draw event according to this variable?

 

So along the lines of:


 

Shield create event:

bulletposition = 0

 

Shield collision event with bullet:

other.y = bulletposition;

 

Shield draw event:

draw_sprite(spr_shield,-1,x,y)

if bulletposition != 0

draw_sprite(spr_bullet,-1,x,y+bulletposition)

 

You'd have to adjust it so it fit your game and update the y so it is on the shield y but that's the general gist.


In Topic: Sprite Ghosting *Solved*

05 May 2013 - 01:56 AM

I just make an object for the trail.

 

In the trail object assign the trail sprite or use the draw event for opacity etc. and give it an alarm[0]. where it destroys itself. In the main object set an alarm[0] also where it creates this object.

 

Don't forget to make the trail a higher depth so it appears underneath.


In Topic: Solved Replacing Tiles/Switching Between Tile Sets

05 May 2013 - 12:47 AM

Yeah making 3 sets seems to be the best way.

 

Thanks for all your help.