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lordinarius

Member Since 06 Feb 2012
Offline Last Active Aug 20 2012 08:03 PM

Posts I've Made

In Topic: How do i count a looping sound ?

20 August 2012 - 03:16 PM

Current_time is a function that counts the Number of milliseconds that have passed since the program was started. This is said to be be very accurate. By some tweaking, you can use it to achieve exact timing in your games. I made a thing similar to guitar hero for my students (of course not that advanced) and I used a dll (which was for gm6) together with current_time to get the count-in perfectly right.

What I do remember is that it was a nightmare to set everything up, but it worked fairly enough... I guess that's all I can help you with.

That's working perfect. Thanks mate   :thumbsup:  .

In Topic: How do i count a looping sound ?

19 August 2012 - 01:17 PM

I still couldn't do that :( . i really really need this for a good music system

In Topic: How do i count a looping sound ?

17 August 2012 - 11:38 AM

You could try using a constant called fps, which automatically tracks the room speed.

Or otherwise you could instead just not use sound_loop and instead use something like:

if !sound_isplaying(sound) then {
     counter+=1
     sound_play(sound)}

This means that as soon as the sound is finished playing, the counter is increased and the sound is player again.


Thanks but i tried that before, it is running buggy, sound_play commant is running slowly when you call this command it is not starting to playing the sound immediately. it is starting for example at 7th step in my computer this means counter=7. but i Corrected that with this code

sm=sm-1
if !sound_isplaying(MenuMusic){
if sm<0
 {
 global.ms=global.ms+1
 sound_play(MenuMusic);
 sm=10
 }
}


ms is my counter

with this it is counting correctly, but sound is not realy looping, there is a little gap between two loop :(

In Topic: Gm: studio samples and my roadmap

16 August 2012 - 05:52 PM

Why on Earth don't you just go to the games subforum and look at some of the already published Android / iOS games made by other users?

Also, GameMaker is a game engine - it doesn't have software features such as "pinch to zoom", so this you will have to create manually. And seeing as you can't change the view of the room you're currently in, it's probably harder than you think. But I know it's very possible, because, well, I've done it.

I didn't say "pinch to zoom is a feature". I know what i have to do for zooming with pinch to zoom. I am able to do that :)

In Topic: Gm: studio samples and my roadmap

14 August 2012 - 06:08 AM


In general, if it works in Windows it will work on Android... Posted Image


With all due respect, Nocturne is under-complicating it a little too much to increase sales :whistle:

In addition to what kburkhart84 said, you also have to manage the views of each room to fit the device's screen as you want it to.
Don't expect it to just work off the bat, it does require a very little bit of work.


views will be adjustable with pinch to zoom. Are there any stress test for ios or android device with a gamemaker studio game ?