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_217424

Member Since 17 Jul 2011
Offline Last Active Jul 29 2011 02:09 AM

Posts I've Made

In Topic: Speeding up the time Line creation Process

26 July 2011 - 03:29 AM

this part of the same type of questioning so i added to this thread instead of starting a new thread

Two questions

what does ind ?

The second is codestr where i put the code of what happens like this right?

And have a timeline with a create >>
excute code = timeline_moment_add(ind,100,"create instance of object obj_enemy1 at position (random(544)+48,random(-192))")

In Topic: Speeding up the time Line creation Process

26 July 2011 - 02:02 AM

In ruby I could take the following line of GML timeline code

Step    1:
create instance of object obj_enemy1 at position (random(544)+48,random(-192))
create instance of object obj_enemy2 at position (random(544)+48,random(-192))

Which just creates 2 enemies and places them ranomly within a defined area of the screen.

Now if i wanted to have hundreds of steps made like this it would take along time.
In hopes to explain better my goal and Idea I thought I show you the code behind the idea

In ruby I could write a script that creates 10 steps at 10 varous times it would look like this

monsters=["obj_enemy1","obj_enemy3","obj_enemy3"]


10.times do
"Step    #{rand(100)}:"
"create instance of object #{monster[monster.size]} at position (#{rand(544)+48},#{rand(-192)})"
end

with this basic script i could generate time line step that ranomly chooses one of the enemies and places them ranomly within a defined area of the screen.  
This script can easly be expanded to generate far more complex systems.

Like to hear peoples thoughts on this kind of idea

In Topic: How much does it cost to create a sprite like this

25 July 2011 - 08:34 PM

if i was making a sprite that looked like the two examples then $5-$10 each If i was designing the whole game art then it be a flat project rate depending on what was all needed and time frame.

In Topic: Speeding up the time Line creation Process

25 July 2011 - 08:07 PM

Ok I'm working on game based off the 1942 Game I'm using Timeline for when thing happen like the enemies appear ect.. I noticed i can view the step info. What I was wondering is there a way to see the actual code behind it. Im working on fighting formation ect.. And i like a way instead of hand creating and copy pasting each section. I like to be bale to see and edit the code.

I'm a ruby programmer and if i could get the actual code i can use simple ruby scripts to write my step code generator.

thanks



This is what my time line looks like Im going to just be changing x and y based on battle formations i have created I like to be able to generate a file that looks like this and be able to just cut and paste it into game maker for the time line.

Information about time line: tl_enemies


Step    1:
create instance of object obj_enemy1 at position (random(544)+48,random(-192))

create instance of object obj_enemy2 at position (random(544)+48,random(-192))

create instance of object obj_enemy3 at position (random(544)+48,random(-192))


Step  100:
create instance of object obj_enemy1 at position (random(544)+48,random(-192))

create instance of object obj_enemy2 at position (random(544)+48,random(-192))

create instance of object obj_enemy3 at position (random(544)+48,random(-192))

create instance of object obj_enemy1 at position (random(544)+48,random(-192))

create instance of object obj_enemy2 at position (random(544)+48,random(-192))

create instance of object obj_enemy3 at position (random(544)+48,random(-192))

In Topic: Creating Resources for Game.

21 July 2011 - 01:36 AM

if they are global var why is it every time i enter a new room My items reset back to default starting var. Also If My player dies I don't want my resources to reset.