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mn_chaos-

Member Since 21 Nov 2010
Offline Last Active Jan 04 2012 02:12 AM

Topics I've Started

disappearing Kinnotaka

16 August 2011 - 11:32 PM

I am making a shootemup Bullet hell type game.
I have a very elementary (and stupid problem)
My character dissapears.
I have only 1 object, with a 16x16 sprite, that I cant see!
The visible box is checked and its opacity is full in the draw event.
I think the draw event is the problem so I have the code here.

Draw event:
draw_sprite_ext(sKinnotaka,image_index,Kinnotaka.x,Kinnotaka.y,hrtilt,vrtilt,image_angle,c_white,1)

and if you want to see its creation...

Create event:
ded=0
//ded=0 is still alive
pwrp=0
//no superpowers
hrtilt=1
vrtilt=1

The vrtilt and hrtilt thing is the value i modify to give the impression my character is "tilting" in the direction she is moving.
I have placed her in the absolute center of the room and she doesnt appear, yet Debug and CE say the object is sitting there and moving with my key presses.
Help!


EDIT.

I have tried a bunch of stuff.
She still wont reappear.
I have decided to post the key events too, if that helps solve my problem.

Up Key:
vspeed=-8
vrtilt=.5

Down Key:
vspeed=8
vrtilt=.5

Left Key:
hspeed=-8
hrtilt=.5

Right Key:
hspeed=8
hrtilt=.5

No Key:
vspeed=0
hspeed=0
hrtilt=0
vrtilt=0

still a savegame problem

16 April 2011 - 12:18 AM

I can only load a game when i use the event 'Game start'
If i use it for any other event, it dosnt work.
I want the game to load when i click an object.
How do you do that successfully?

Save game?

14 April 2011 - 12:48 AM

what does save game actually do?
does it save all the positions of objects are in a room at one time?
or does it save all the values of defined variables?
or both?
the help doesnt really make it clear at all =[

ive never used save game option in my 2 years of gml, and i am stuck.

p0rtal cannons

22 March 2011 - 09:36 PM

I was looking at slayer64's portal engine, and found something interesting. Its called a portal cannon. When two adjacent portals are cut off in half in the middle of a corner(something that could never happen in the original portal) it creates 3 areas. 1 is the blue area semicircle and 2 is the orange portal semicircle, both that corrospond to each other. But the rest of the cut-off portal doesn't disapear, it appears in a half-hemisphere where the corner of the wall should have been(which looks like a sandwhich of the first two portal areas). When attempting to enter that area, you get sucked in, ejected  at approximately 10x speed in exactly the opposite direction. I found that strange, so i edited the code of my gmod addon portal gun to allow overlapping portals. The exact same thing happened when I tested it.
What I'm wondering is how is the this can happen, especially without any errors that were posted from gamemaker or the source engine?
I haven't got an extracted content.gcf of the game p0rtal so I have no idea if this is the way source engine really acts.

"In laymans terms, speedy thing goes in, speedy thing comes out." -GlaDos-

(sorry if this is the wrong forum, i didnt really know where to post this)

moving things

19 December 2010 - 10:06 PM

I was messing with bungeejump ninja (after decompiling it) and decided that the movable blocks should be used as anchors for your throwing star bungee cord.

This is the code I used : obj grapple collision with obj box
if hit=0
{
obj=other
move=false
speed=0
hit=1
global.hit=other.id
global.obj.grab=1
with(global.obj){add_force_direction(h,10,point_direction(x,y,grapple.x,grapple.y),FORCE)}
//global.joint=create_joint(other.h,global.obj.h,JOINT_HINGE,x,y)
global.joint=create_spring(other.h,global.obj.h,x,y,global.obj.x,global.obj.y,point_distance(x,y,global.obj.x,global.obj.y)/2,point_distance(x,y,global.obj.x,global.obj.y),0,7)
sound_play(cant_hit)
part_particles_create(global.pt_spark,x,y,global.pt_spark,8)
}

The problem is if the box moves while it is hooked, the cord will not move towards its relative position with the box and instead stay affixed to the same spot.
I don't know how to do this, and all my attempts seem to mess up gmphysics.dll.(no phyisics changes, ragdolls freeze)
Oh, I also came up with another problem. I dont know how to check direction

Im thinking of something like if vspeed<0 set sprite to "" else change sprite to ""
ifhspeed<0 set sprite to "" else ""