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Overbound
Member Since 23 Nov 2003Offline Last Active Jan 26 2013 06:00 AM
Community Stats
- Group GMC Member
- Active Posts 224
- Profile Views 1418
- Member Title GMC Member
- Age 24 years old
- Birthday June 21, 1988
-
Gender
Male
-
Location
Iowa
-
Interests
Designing games and websites.
-
Version
GM8
Contact Information
-
AIM
OverXbound
-
MSN
overbound@gmail.com
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Website URL
http://indiegamescollective.com
2
none
Posts I've Made
In Topic: New User, programing question
20 January 2013 - 06:24 AM
Constants are faster to process than raw numbers and variables. A friend of mine did some testing on this I'm not sure if it's documented anywhere.
In Topic: New User, programing question
19 January 2013 - 01:17 AM
Glad to see I could be of some help. Constants are actually faster than numbers FYI.
In Topic: Slope breakdown explaination
18 January 2013 - 05:43 PM
Hey guys,
So I've been trying to find tutorials that explain slope and implement those practices but for some reason I cant get it to work. For my movement, im simply just hspeed and my blocks are 40x40 instead of 32x32. I have seen some tutorials where literally, there is 3 lines of code entered and their slope/player collision works like a charm but when I try to use the same code it never works, even when I play around with the vairables. Could anyone help me on this? Im still using DnD majorily but I can somewhat understand (or at least try to break down) code.
I'd take a look here. http://www.helixsoft...rcle/sincos.htm
In Topic: zombie spawn point HELP PLEASE
18 January 2013 - 06:24 AM
Assuming you want to spawn from the bottom of the screen you can use instance_create(view_hview[0],view_wview[0],obj). If you want to use the room just use room_width and room_height.
In Topic: New User, programing question
18 January 2013 - 01:42 AM
Well I would set up some sort of state machine myself. You can set up a shipState (or maybe a mouse state?) variable and have a bunch of constants for various modes. So upon clicking the ship you'd set your state: shipState = consActionAttack. You would need a state constant for each state the ship could be in attacking, default, and whatever else your ship does. Then in the step event you can use a switch statement to check your ship and run specific script functions for each state.
you can use as many cases as you need and and switch statement works like a condensed version of a bunch of if statements. In other words that code above is equivlent of
You get the idea. But since you will put this code in the step event it will run every step so you can put your attack code, click code, and what not in scripts and be sure they will be checked every step. Assuming they're shipState is equal to them.
If you are interested in learning more about advanced coding I'd suggest you look at some of the game maker tutorials in my signature as well as the engine Sonic Dash. I know you aren't making a Sonic game but the engine is structured very well and is where I first learned about states machines. There are a few very knowledgeable people there too.
Just to prove a point check out this code from Sonic Dash's step event. There is a check for every action Sonic makes and scripts to match up. Once you get the hang of the structure you'll want to use it on all of your objects, as it's very clean and easy to navigate.
switch(shipState) {
case consActionAttack:
scrPlayerActionAttack();
break;
case consActionDefault:
scrPlayerActionDefault();
break;
case consActionClick:
scrPlayerActionClick();
break;
you can use as many cases as you need and and switch statement works like a condensed version of a bunch of if statements. In other words that code above is equivlent of
if (shipState == consActionAttack){
scrPlayerActionAttack();
}
else if(shipState == consActionDefault){
scrPlayerActionDefault();
}
.................You get the idea. But since you will put this code in the step event it will run every step so you can put your attack code, click code, and what not in scripts and be sure they will be checked every step. Assuming they're shipState is equal to them.
If you are interested in learning more about advanced coding I'd suggest you look at some of the game maker tutorials in my signature as well as the engine Sonic Dash. I know you aren't making a Sonic game but the engine is structured very well and is where I first learned about states machines. There are a few very knowledgeable people there too.
Just to prove a point check out this code from Sonic Dash's step event. There is a check for every action Sonic makes and scripts to match up. Once you get the hang of the structure you'll want to use it on all of your objects, as it's very clean and easy to navigate.
// ---- Manage actions --------------------------------------------------------------
switch(Action) {
case consActionDead:
scrPlayerActionDead();
break;
case consActionHurt:
scrPlayerActionHurt();
break;
case consActionNormal:
scrPlayerActionNormal();
break;
case consActionLookUp:
scrPlayerActionLookUp();
break;
case consActionCrouchDown:
scrPlayerActionCrouchDown();
break;
case consActionJumping:
scrPlayerActionJumping();
break;
case consActionSpindash:
scrPlayerActionSpindash();
break;
case consActionRolling:
scrPlayerActionRolling();
break;
case consActionPeelout:
scrPlayerActionPeelout();
break;
case consActionSkid:
scrPlayerActionSkid();
break;
case consActionTransform:
scrPlayerActionTransform();
break;
case consActionWallSlide:
scrPlayerActionWallSlide();
break;
case consActionWallJump:
scrPlayerActionWallJump();
break;
case consActionFly:
scrPlayerActionFly();
break;
case consActionGlide:
scrPlayerActionGlide();
break;
case consActionGlideFall:
scrPlayerActionGlideFall();
break;
case consActionGlideSlide:
scrPlayerActionGlideSlide();
break;
case consActionClimb:
scrPlayerActionClimb();
break;
case consActionClimbRise:
scrPlayerActionClimbRise();
break;
case consActionHang:
scrPlayerActionHang();
break;
case consActionSlideUp:
scrPlayerActionSlideUp();
break;
case consActionPull:
scrPlayerActionChain();
break;
case consActionGetAir:
scrPlayerActionGetAir();
break;
case consActionWaterSpray:
scrPlayerActionWaterSpray();
break;
case consActionPropeller:
scrPlayerActionPropeller();
break;
case consActionFloat:
scrPlayerActionFloat();
break;
case consActionBalloonHang:
scrPlayerActionBalloonHang();
break;
}
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