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1 Shogun
Member Since 27 Jan 2012Offline Last Active Apr 16 2013 05:34 PM
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In Topic: Issues With Trying To Load Sprites
16 April 2013 - 05:31 PM
Try 'loading from strip' in the sprite editor and navigate to the image file. You'll have to do some tweaking to get the seperators the right size and position. The editor won't do this automatically.
In Topic: 3d lighting entirely different than on DirectX
19 February 2013 - 05:34 PM
It's probably because MacOSX uses opengl, rather than directx. And, depending on the model, the graphics card may not be so great.
Edit:
One more thing I didn't think of before. If you are using ”dll's," they do not work on MacOSX. You will have to find a "dylib" equivalent of the "dll" you may be using. Also, be aware that GM4Mac is technically GM7. So, if you are using the same project file, it may not work properly, even if you used a conversion tool. I know a lot of people keep saying this, but GM4Mac is full of bugs, and it isn't cost effective for YoYo to fix them.
Edit:
One more thing I didn't think of before. If you are using ”dll's," they do not work on MacOSX. You will have to find a "dylib" equivalent of the "dll" you may be using. Also, be aware that GM4Mac is technically GM7. So, if you are using the same project file, it may not work properly, even if you used a conversion tool. I know a lot of people keep saying this, but GM4Mac is full of bugs, and it isn't cost effective for YoYo to fix them.
In Topic: .app (Build) not loading external sounds!
15 December 2012 - 02:12 AM
Okay, what you want to do is use code similar to this:
//Create Event:
sound = sound_add(working_directory+'\sound.mp3',3,false); //The "3" and "false" can be what ever you need them to be. 3 is usually multimedia, and "false" equals no pre-loading.
sound_loop(sound);
Then, without actually importing the sound file into the project in anyway, create an executable (app). Next, right-click on the app and select "Show Package Contents." Navigate your way to the "MacOS" folder. This is the folder in which you will drag and drop the audio file "sound.mp3" as mentioned in the code example about. You, of course, can play the sound when where ever you need. The thing you have to realize is the the "working directory" for a mac app is usually in the app itself. This is why one could share an application with someone else without any major installations. This will also save you lots of compiling time. Good luck!
//Create Event:
sound = sound_add(working_directory+'\sound.mp3',3,false); //The "3" and "false" can be what ever you need them to be. 3 is usually multimedia, and "false" equals no pre-loading.
sound_loop(sound);
Then, without actually importing the sound file into the project in anyway, create an executable (app). Next, right-click on the app and select "Show Package Contents." Navigate your way to the "MacOS" folder. This is the folder in which you will drag and drop the audio file "sound.mp3" as mentioned in the code example about. You, of course, can play the sound when where ever you need. The thing you have to realize is the the "working directory" for a mac app is usually in the app itself. This is why one could share an application with someone else without any major installations. This will also save you lots of compiling time. Good luck!
In Topic: 3D Modeling for Mac Users
14 November 2012 - 07:19 PM
Blender YouTube link correction: http://www.youtube.c...h?v=pgfFPhIMK-k
In Topic: Controller support
05 November 2012 - 01:37 AM
You could advise the use of a program that would allow a joystick to emulate a keyboard. GM4Mac doesn't have joystick support. There are problems with using GM Studio as well. Until someone comes up with a dylib to fix this, we're out of luck.
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