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IdeaGuy

Member Since 14 May 2011
Offline Last Active Apr 15 2013 05:35 PM

Topics I've Started

GameMaker: Studio - MIPS Edition, Android testing?

28 January 2013 - 11:05 AM

Hey, I just downloaded the free MIPS Edition of GameMaker: Studio and was hoping to be able to test a game on my android with it, but no luck, are you supposed to be able to do that? Or what good is MIPS? I couldn't find anything on it. You can only choose windows or mac as target and windows of course creates an executable that my android can't read. I'm interested in testing how well my apps work on a device and if my previous "skills" in windows programming are sufficient for an android game before I buy the master collection only to find out that it wont work out the way I wanted it to.

EDIT: hmm, sorry if this is in the wrong forum or if I should have asked the developers directly...

Drawing a heavily pixelated filled "circle"

10 January 2013 - 01:51 PM

Hey, I would like to be able to draw a polygon (I'm guessing pr_pointlist) that is as much of a circle as it can be given these specifications:

-It shouldn't be a sprite but a draw function.

-It should consist of 64x64 blocks that cannot overlap each other.

-It's "radius" shall be a variable that can be changed (it will always be a multiple of 64).

-It shall be filled and with single color.

-Too make it harder the origin of the "sprite" of the "circle" probably won't be the actual
center point, but the center point's x-32 and it's y-32 so that in effect the radius of
the top-left quarter of the "circle" will be 64 pixels (one block) shorter than the rest
of the "circle". This is due to a 64x64 object that will draw this circle at it's origin, which is 0,0.

Pretty much I want to draw "circles" the way ms paint and game maker image editor does for the pen tools area of coloring to the image in my game without having a huge collection of huge sprites (Game maker ran out of memory and crashed before I could create all the sprites in succession which was tedious, and after I was finally done the game took very long to start).

So could someone please help me to think out a smart way of making such a pr_pointlist or some other draw function?

EDIT: Sorry for editing so much while some of you might have been reading or replying.

Many big persistent rooms?

04 January 2013 - 06:32 PM

Hey, lets say I would like to have a bunch (maybe up to a few hundred) 19200x10800 rooms (areas) that start of with enemies or npcs. When the enemies are killed they won't respawn ever, but things can make other enemies or npcs spawn in that same area instead. If I would do this by simply making all the rooms persistent, would that then cause slowdown? Because I don't want to create all the rooms just to find out that it would... But if that is the case, is there then another way of doing this? Because implementing variables for each room and creature telling if its dead or what's in it seems like a very effortfull and messy way of solving it.

how to use surface_getpixel()

10 December 2012 - 06:34 PM

Hey, I want to use surface_getpixel() to determine if the pixel at the mouse position is a certain color when the left mouse button is pressed, I don't think that it's slowness will be that bad in my game but I don't get how to use it, I've only gotten it to return 0, what can it return and what color does that correspond to and how do you compare it to a certain color in an if statement?

Drawing in greyscale?

08 December 2012 - 10:16 PM

Hi there, I'm wondering, is there any way to draw a whole view in greyscale? I couldn't find anything about it in the help file. Maybe you can achieve it with surfaces somehow even if there are no specific functions for it? I use GM8 PRO.