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armymenis12

Member Since 07 Jan 2005
Offline Last Active Sep 24 2012 02:52 AM

Posts I've Made

In Topic: Simple View Issue

07 October 2011 - 11:57 PM



Using Game Maker 8.0 Pro

Before I start, here is a screenshot of my game at 480x320-

Posted Image

Now here is what I'd like to do. I want the games resolution to be at 800x600 but that would make the character sprite look extremely small. I know view ports exists but every time I set the port to something like 800x600 and leave the view on screen at 480x320, it makes the pixels look terrible. Does anyone know what size I should set the view on screen using the character in that image (actual character size) that won't stretch the pixels at an awful rate while still maintaining the 800x600 resolution? Thank's!


You should strive to keep the view port and view size the same ratio so the pixels can remain square. An example would be half of 800x600, which is 400x300. If you set it to some arbitrary value like 480x320, the ratio is messed up and the resulting image would end up having to be stretched in someway or the other just to fit.


So I guess, I'm kind of in a pickle here huh? You see, my sprite is pretty small but I wanted to team up with my friend and he wants to make more HD vector graphics exported to PNG and have a resolution of 800x600 like most MMORPG game such as Maple Story or something. Switching the games view between each game mode (ship in space= 800x600 and on foot=480x320) would simply look terrible during mid game. I'd like to avoid creating a new sprite since I've busted my butt making the sprite set I currently have but I don't know what to do here. Any ideas?


I'm not sure what you're asking... :x

In Topic: Duplo Player objects after initial room change

07 October 2011 - 11:26 PM

How are you switching rooms? Is it possible to see your code/ actions? Before that, check to make sure the player object is not persistent.

In Topic: Simple View Issue

07 October 2011 - 11:24 PM

Using Game Maker 8.0 Pro

Before I start, here is a screenshot of my game at 480x320-

Posted Image

Now here is what I'd like to do. I want the games resolution to be at 800x600 but that would make the character sprite look extremely small. I know view ports exists but every time I set the port to something like 800x600 and leave the view on screen at 480x320, it makes the pixels look terrible. Does anyone know what size I should set the view on screen using the character in that image (actual character size) that won't stretch the pixels at an awful rate while still maintaining the 800x600 resolution? Thank's!


You should strive to keep the view port and view size the same ratio so the pixels can remain square. An example would be half of 800x600, which is 400x300. If you set it to some arbitrary value like 480x320, the ratio is messed up and the resulting image would end up having to be stretched in someway or the other just to fit.

In Topic: Gaussian Random

30 September 2011 - 06:26 PM

As stated in the comment, no matter what parameter you specify there is a slim chance that any number beyond the range is generated. As you go away from the mean, the possibility to get that number reduces rapidly but never comes zero. There is no absolute "max and min"; theoretically you can get any number between -infinity and +infinity.

Of course, most of numbers will lie in a certain range in practice. Let m the mean and s the standard deviation. It is known (as 3-sigma rule) that about 68% of numbers will be between m-s and m+s, 95% are within m-2*s and m+2*s, and 99.7% are between m-3*s and m+3*s. You can say that random numbers will almost be in this range.



Thanks... what I was trying to do was create a dynamic cross-hair that showed where all the bullets were likely to pass through given a certain mouse position. What I did was calculate a radius for the cross-hair with two "lines" that came out of the gun at the min and max angle (which I was able get pretty accurate using your help). Essentially, the radius of the cross-hair was calculated using a midpoint at a certain distance along those two lines.

It's was true that there were sometimes bullets that never came in contact with the radius (beyond the range), but I ironed it out by setting the min and max myself. So far, all of the guns behave pretty much the same as they did before... just without bullets travelling outside the range.

In Topic: Gaussian Random

30 September 2011 - 02:35 AM

Why make things so complex?

direction=point_direction(x,y,target_x,target_y)-20+random(40)

The above will fire at your direction with a deviation of 20.


I'm aware of that method, but I have my reasons for opting to use Gaussian random over the plain GM random. The main reason being that I have more control over the actual distribution of the generated numbers. My main question is how may I determine the max and min of what the script will generate when I know the mean and standard deviation.