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Ito

Member Since 17 May 2010
Offline Last Active Private

Posts I've Made

In Topic: Previews Of Upcoming Games

23 April 2013 - 10:11 PM

Game: Spirit Huntress (2d platformer with action and rpg elements)

Blog: Link

 

I just uploaded to YT some gameplay of the game, featuring the very first minutes of footage. Enjoy it!

Texts are in Spanish, but the game is being translated to english.

 

 


In Topic: Blend object to white

12 March 2012 - 04:45 PM

Thank you so much MaxRock, it was exactly what I was looking for.

I noticed the d3d_set_fog trick makes the sprite turn to white inmediatly, and I wanted a smooth transition to white.

So to achieve this I create a instance of an object, asign it the same sprite of the object I want to flash in white, use the d3d_set_fog function. Then I set the alpha to 0 and I gradually increase it everyframe.

Thanks again!

In Topic: Improving GM 8.1 memory usage

09 March 2012 - 03:40 PM

Here's the main character sprites loading code:

//Cargar los Sprites de Hibari
//Precargarmos las diferentes animaciones de hibari. ESTO SOLO DEBE HACERSE UNA VEZ EN TODO EL JUEGO, EN LA PRIMERA HABITACI�N.
//Animaci�n quieta
global.var_spr_hibari_quieta = sprite_add_sprite(working_directory + "\sprites\spr_hibari_quieta.gmspr")

//Animaci�n quieta tensa
global.var_spr_hibari_combate = sprite_add_sprite(working_directory + "\sprites\spr_hibari_combate.gmspr")
global.var_spr_hibari_combate_detras = sprite_add_sprite(working_directory + "\sprites\spr_hibari_combate_detras.gmspr")
//Animaci�n agachada/agach�ndose/levantandose
global.var_spr_hibari_agachada = sprite_add_sprite(working_directory + "\sprites\spr_hibari_agachada.gmspr")
global.var_spr_hibari_agachando = sprite_add_sprite(working_directory + "\sprites\spr_hibari_agachando.gmspr")
global.var_spr_hibari_levantando = sprite_add_sprite(working_directory + "\sprites\spr_hibari_levantando.gmspr")
//Animaci�n agarrandose de un borde/agarrada a un borde/subiendo por el borde
global.var_spr_hibari_agarrandoborde = sprite_add_sprite(working_directory + "\sprites\spr_hibari_agarrandoborde.gmspr")
global.var_spr_hibari_borde = sprite_add_sprite(working_directory + "\sprites\spr_hibari_borde.gmspr")
global.var_spr_hibari_subiendo = sprite_add_sprite(working_directory + "\sprites\spr_hibari_subiendo.gmspr")

//Animaci�n colgando de gancho
//global.var_spr_hibari_hang_0 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hang_0.gmspr")
//global.var_spr_hibari_hang_1 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hang_1.gmspr")
//global.var_spr_hibari_hang_1b = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hang_1b.gmspr")
//global.var_spr_hibari_hang_2 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hang_2.gmspr")
//global.var_spr_hibari_hang_2b = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hang_2b.gmspr")
//global.var_spr_hibari_hang_3 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hang_3.gmspr")
//global.var_spr_hibari_hang_3b = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hang_3b.gmspr")
//global.var_spr_hibari_hang_4 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hang_4.gmspr")
//global.var_spr_hibari_hang_4b = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hang_4b.gmspr")
//global.var_spr_hibari_hang_5 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hang_5.gmspr")
//global.var_spr_hibari_hang_5b = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hang_5b.gmspr")
//Animaci�n lanzando el gancho
//global.var_spr_hibari_hook = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hook.gmspr")
//global.var_spr_hibari_hook2 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hook2.gmspr")
//global.var_spr_hibari_hook3 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_hook3.gmspr")

//Animaci�n usando la daga
//global.var_spr_hibari_daga_1 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_daga_1.gmspr")
//global.var_spr_hibari_daga_2 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_daga_2.gmspr")
//global.var_spr_hibari_daga_3 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_daga_3.gmspr")
//global.var_spr_hibari_daga_4 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_daga_4.gmspr")
//global.var_spr_hibari_daga_5 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_daga_5.gmspr")
//global.var_spr_hibari_daga_5b = sprite_add_sprite(working_directory + "\sprites\spr_hibari_daga_5b.gmspr")
//global.var_spr_hibari_daga_5c = sprite_add_sprite(working_directory + "\sprites\spr_hibari_daga_5c.gmspr")
//global.var_spr_hibari_daga_6 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_daga_6.gmspr")
//global.var_spr_hibari_daga_6b = sprite_add_sprite(working_directory + "\sprites\spr_hibari_daga_6b.gmspr")
//global.var_spr_hibari_daga_6c = sprite_add_sprite(working_directory + "\sprites\spr_hibari_daga_6c.gmspr")

//Animaci�n saltando/cayendo/volteretas/salto2 / walljump / encogiendose/etc
global.var_spr_hibari_saltando = sprite_add_sprite(working_directory + "\sprites\spr_hibari_saltando.gmspr")
global.var_spr_hibari_cayendo = sprite_add_sprite(working_directory + "\sprites\spr_hibari_cayendo.gmspr")
global.var_spr_hibari_volteretas = sprite_add_sprite(working_directory + "\sprites\spr_hibari_volteretas.gmspr")
global.var_spr_hibari_salto2= sprite_add_sprite(working_directory + "\sprites\spr_hibari_salto2.gmspr")
global.var_spr_hibari_walljump1 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_walljump1.gmspr")
global.var_spr_hibari_walljump2 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_walljump2.gmspr")
global.var_spr_hibari_encogida = sprite_add_sprite(working_directory + "\sprites\spr_hibari_encogida.gmspr")
global.var_spr_hibari_encogida_cayendo = sprite_add_sprite(working_directory + "\sprites\spr_hibari_encogida_cayendo.gmspr")
global.var_spr_hibari_encogiendo = sprite_add_sprite(working_directory + "\sprites\spr_hibari_encogiendo.gmspr")
global.var_spr_hibari_desencogiendo = sprite_add_sprite(working_directory + "\sprites\spr_hibari_desencogiendo.gmspr")
//Animaci�n andando/andango agachada/llevando objeto/corriendo/andando tensa
global.var_spr_hibari_andando = sprite_add_sprite(working_directory + "\sprites\spr_hibari_andando.gmspr")
global.var_spr_hibari_agachada_andando = sprite_add_sprite(working_directory + "\sprites\spr_hibari_agachada_andando.gmspr")
global.var_spr_hibari_lift_andando = sprite_add_sprite(working_directory + "\sprites\spr_hibari_lift_andando.gmspr")
global.var_spr_hibari_corre = sprite_add_sprite(working_directory + "\sprites\spr_hibari_corre.gmspr")
global.var_spr_hibari_combate_andando = sprite_add_sprite(working_directory + "\sprites\spr_hibari_combate_andando.gmspr")
global.var_spr_hibari_combate_andando_detras = sprite_add_sprite(working_directory + "\sprites\spr_hibari_combate_andando_detras.gmspr")
//Animaci�n levantando objetos/llevando objetos
global.var_spr_hibari_lifting = sprite_add_sprite(working_directory + "\sprites\spr_hibari_lifting.gmspr")
global.var_spr_hibari_lifted = sprite_add_sprite(working_directory + "\sprites\spr_hibari_lifted.gmspr")
//Animaci�n enfundando la espada
global.var_spr_hibari_enfundando = sprite_add_sprite(working_directory + "\sprites\spr_hibari_enfundando.gmspr")
//Animaci�n defendiendo
global.var_spr_hibari_defendiendo = sprite_add_sprite(working_directory + "\sprites\spr_hibari_defending.gmspr")
global.var_spr_hibari_defensa = sprite_add_sprite(working_directory + "\sprites\spr_hibari_defence.gmspr")
global.var_spr_hibari_defendiendo_agachada = sprite_add_sprite(working_directory + "\sprites\spr_hibari_defendiendo_agachada.gmspr")
global.var_spr_hibari_defensa_agachada = sprite_add_sprite(working_directory + "\sprites\spr_hibari_defensa_agachada.gmspr")
global.var_spr_hibari_agachandose_defensa = sprite_add_sprite(working_directory + "\sprites\spr_hibari_agachandose_defensa.gmspr")
global.var_spr_hibari_levantandose_defensa = sprite_add_sprite(working_directory + "\sprites\spr_hibari_levantandose_defensa.gmspr")
global.var_spr_hibari_agachada_enfundando = sprite_add_sprite(working_directory + "\sprites\spr_hibari_agachada_enfundando.gmspr")
//Animaci�n desliz�ndose
global.var_spr_hibari_slide_1 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_slide_1.gmspr")
global.var_spr_hibari_slide_2 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_slide_2.gmspr")

//Animaci�n herida leve
global.var_spr_hibari_herida = sprite_add_sprite(working_directory + "\sprites\spr_hibari_damage.gmspr")
//Animaci�n defendiendo soportando un golpe
global.var_spr_hibari_defensa_golpe = sprite_add_sprite(working_directory + "\sprites\spr_hibari_defending_hit.gmspr")
global.var_spr_hibari_defensa_agachada_golpe = sprite_add_sprite(working_directory + "\sprites\spr_hibari_crouch_defending_hit.gmspr")
//Animaci�n dando patadas 1
global.var_spr_hibari_kick_1 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_kick_1.gmspr")
//Animaci�n dando patadas 2
global.var_spr_hibari_kick_2 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_kick_2.gmspr")
//Animaci�n de patadas 3
global.var_spr_hibari_kick_3 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_kick_3.gmspr")
//Animaci�n de patadas 4
global.var_spr_hibari_kick_4 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_kick_4.gmspr")
//Animaci�n de patadas 5
global.var_spr_hibari_kick_5 = sprite_add_sprite(working_directory + "\sprites\spr_hibari_kick_5.gmspr")
//Animaci�n empujando objeto
global.var_spr_hibari_pushing = sprite_add_sprite(working_directory + "\sprites\spr_hibari_pushing.gmspr")
//Animaci�n empujando objeto andando
global.var_spr_hibari_pushing_walking = sprite_add_sprite(working_directory + "\sprites\spr_hibari_pushing_walking.gmspr")
//Nubes de polvo al caer al suelo
global.var_spr_polvo_1 = sprite_add_sprite(working_directory + "\sprites\spr_polvo_1.gmspr")
global.var_spr_polvo_2 = sprite_add_sprite(working_directory + "\sprites\spr_polvo_2.gmspr")

There are some lines of loading code after two slashes because I'm not needing these sprites loaded from the beginning, but I don't want to lose the code.

Sorry for the illegal bump Nocturne, I forgot the 48 hours limit.

To illustrate what's happening to me, I'll tell you I tested the game a few minutes ago, 2 times in a row. Each time I got a different error. One was a sprite missing, the other one was a set of variables from an object I did not edited, missing too.

This is driving me nuts! Thank you for your attention.

In Topic: Improving GM 8.1 memory usage

09 March 2012 - 09:41 AM

Bump? I have to add that I unload every sound I don't need (using sound_discard). I'd use some help coming from someone that understands how CleanMem.dll works.

In Topic: Improving GM 8.1 memory usage

08 March 2012 - 11:56 AM

As far as I know I'm adressing correctly the resources. I know this because they worked about 2 days ago.

I've some experience dealing with external resource loading and I know how easy it is to fail adressing resources, or using the wrong fuction (like sprite_add instead of sprite_add_sprite) so thank you anyway.