@trg601: Is execute_shell still availabel in GM:Studio?
@ExK: Hmm.. nothing opened for me. I entered the folder path and the path using the windows vars. Nothing each time. What path are you using?
Male
06 May 2013 - 08:18 PM
@trg601: Is execute_shell still availabel in GM:Studio?
@ExK: Hmm.. nothing opened for me. I entered the folder path and the path using the windows vars. Nothing each time. What path are you using?
29 April 2013 - 12:37 AM
Even larger music tracks?
17 April 2013 - 02:04 AM
This is all in the effort of trying to match a really really old game, so were playing with different ways to match what we remember (not exactly a great way to go about this). So we've come up with some pretty interesting ways of mimicing that movement. The current code is very odd and looks like this:
friction = speed/2
thrust_angle = thrust_angle mod 360
if(thrust_angle<0)
{thrust_angle = 360 + thrust_angle}
image_angle = thrust_angle
motion_add(thrust_angle,thrust);
Also, the speed is pretty low. The "thrust" is added in increments of 0.25. The max thrust is 3.5 and the max speed (for this particular ship) is 7. Im not sure if that would have an effect on things.
17 April 2013 - 01:45 AM
Have you tried making another object that the view follows, and then have that object be followed by the view?
Make a new invisible object and give it this code:x+=(oPlayer.x-x)/10; y+=(oPlayer.y-y)/10;
Should give a smoother camera even if coordinates aren't rounded.
Thank you Robert, it isn't totally gone, but it is certainly reduced a bit.
17 April 2013 - 01:25 AM
No im not sure, actually it's my thought that the view is somehow locked on a 1x1 pixel grid, and the sprite is being drawn in partial pixels (I hope that is clear).
My sprite simply has draw_self();
my view is set to follow the sprite, with a box with values the same size as the view and -1 for speeds.
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