Maybe if YoYoGames stopped using this ****ty board software, or learnt how to run a server
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DoubleD33D
Member Since 05 Aug 2011Offline Last Active May 10 2013 04:53 AM
About Me
Community Stats
- Group GMC Member
- Active Posts 111
- Profile Views 1703
- Member Title GMC Member
- Age 20 years old
- Birthday March 26, 1993
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Gender
Male
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Location
Nova Scotia Canada
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Interests
Computers, Games, GML, HTML5, CSS3, MySQLi, Ubuntu Server LTS, Minecraft, Minecraft Servers, VPS, and Computer Hardware.
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Version
GM8
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Posts I've Made
In Topic: Gmc Hacked Again.
09 May 2013 - 06:05 PM
In Topic: Jump To Position Problems
15 March 2013 - 11:20 PM
I tried changing it to the end step but it still doesn't seem to work.
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Hmm see the issue is that the view point is being moved after you set the position of your button. You could try making the view fallow the object you have it fallowing manually.
In Topic: Jump To Position Problems
15 March 2013 - 10:51 PM
During my game, I programmed my button to jump to position view_yview[0]+422 every step. This is used for my achievements room, were the camera object scrolls down and my button stays in the spot of view_yview[0]+422 of the room every step. As this works for both Studio and GM8. For some reason When you draw text at a certain position it works fine, But the objects seem to have a slow start and always seem to lag 5 pixels behind (and yes my speed going down is y+5). This problem has been occurring for as long as I can remember. Can this problem be solved? :confused:/>
Put your jump to position in the end step event, instead of step.
In Topic: Open URL in default browser
26 January 2013 - 07:21 AM
EDIT: I do have a way of checking for the version of Windows installed in the users system, which could be used to execute the script differently if there is a difference between XP and Vista/7/8
In Topic: Attack when in radius?
24 January 2013 - 04:28 AM
It's just not possible without referencing variables from other objects. Without it would not be possible to find the strongest of all the enemies within the range of one tower, and then do it again for all the other towers of which it is in range. Not only that but then it has to tell the tower which id to fire at. Instead, the tower looks for all the enemies in range(using a parented object) and stores them into a temporary array, then it loops through the array to find out which one has the max/min/distance to decide which to shoot. If I used only parented objects, I would only be able to find the strongest or such of ALL the enemies on screen, not just the ones in range. Simply put, the towers has it's range and firing method, the enemy has it's health and distance values which i can't just get from a parent object because I only want it for a small number of those objects.
For the most part I agree with you, having the objects execute as much of the code on it's own as possible is good, but sometimes referencing the variables in other objects is required to do the task.
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