OK it's been about a month since I last did any updates, I go and run GM and it informs me I need to update, so I do,
Now when I run my game, for one I have all these images of skulls and crossbones on my graphics, and my VirtualKey don't work.
I've been using VirtualKey for awhile now,and haven't have any problems, until now:
I most likely will post a bug, but wanted to noted it here as well, to get some feed back.
in my create event: here is my code:
Create:
vkleft = virtual_key_add(0,500,100,100,vk_left);
vkright = virtual_key_add(200,500,100,100,vk_right);
//Pause
vklup = virtual_key_add(704,0,64,64,vk_up);
//bButton
vkenter = virtual_key_add(500,500,100,100,vk_enter);
//aButton
vkspace = virtual_key_add(700,500,100,100,vk_space);
in my Draw event:
{
draw_sprite(spr_Left,-1,view_xview+0, view_yview+500);
draw_sprite(spr_Right,-1,view_xview+200, view_yview+500);
draw_sprite(spr_bButton,-1,view_xview+500, view_yview+500);
draw_sprite(spr_aButton,-1,view_xview+700, view_yview+500);
draw_sprite(spr_pause,-1,view_xview+704, view_yview+0);
}
When I run my game, the images show up for my keyboard, but have no effect when pressing them.
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_257279
Member Since 14 Mar 2012Offline Last Active Apr 14 2013 04:50 PM
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- Group GMC Member
- Active Posts 27
- Profile Views 968
- Member Title GMC Member
- Age 41 years old
- Birthday April 2, 1972
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Topics I've Started
Virtual Key
19 December 2012 - 01:05 AM
Pirates vs Ninjas
04 September 2012 - 04:45 AM
New game just released on Google.play
Pirates vs Ninjas
You are a pirate sailing through different levels, fighting off Ninjas on Kites, while shooting Ninja Stars at you, Helicopters, Evil Pirates, and Hidden Ninjas In Clouds, flying through the air trying to kill you, all trying to pass the RedZone, to defeat your Airship. Randomly you will be given the choice to choose from A single Shot, Two Shot Or Three Shot Weapon, each giving you an amount of ammo, Careful you don't run out. Once you've killed all the Evil Enemies, you will have to fight off their Evil Boss, to continue to the next Level.
Looking for feedback...
YoutubeVideo



Pirates vs Ninjas
You are a pirate sailing through different levels, fighting off Ninjas on Kites, while shooting Ninja Stars at you, Helicopters, Evil Pirates, and Hidden Ninjas In Clouds, flying through the air trying to kill you, all trying to pass the RedZone, to defeat your Airship. Randomly you will be given the choice to choose from A single Shot, Two Shot Or Three Shot Weapon, each giving you an amount of ammo, Careful you don't run out. Once you've killed all the Evil Enemies, you will have to fight off their Evil Boss, to continue to the next Level.
Looking for feedback...
YoutubeVideo



Ini Save/Loading For Menu Options
22 August 2012 - 01:06 AM
You can disregard my request, it seems that I've figured it out on my own, Thanks any way.
OK, I could really use some help from the public here I've been working on this Side Scroll Shooter Game, I have 10 Levels, and created a level option screen for each level that gets completed.
The problem I'm having is, the level get's saved, but for some reason it load the score always as zero.,
Now this is impotent, you see each level is completed based on how much of a score the user has completed, then moves them forward to the next. So when a user completes the level and come back at a later time and tries to select their saved level it will load the level, but not the score,
I'm very confused, I've thought it was related to the "Game Start" Option, try making changes to that, with no luck. the other thing that really get's me is it's worked a few times, if you play the game straight through from one level to another then let's say die at level four, the game bring the user' back to the menu screen so they can choose their level they just left off from, this works. but as soon as you close the whole game and try reloading it, and loading your saved level it then loads it with zero score.
So this what I've got so fare for my menu screen
//Loading your game
//Create;
ini_open(working_directory + "\pirates_ninjas.ini");
global.locked1=ini_read_real("LeveL1","Level1",0);
//score = ini_read_real("Score1","Score",0);
ini_close();
image_single=0
image_speed=0
name="1"
//Left button select
ini_open(working_directory + "\pirates_ninjas.ini");
//if the level is unlocked it starts it
if global.locked1=0{
room_goto(level1)
score = ini_read_real("Score1","Score",0);
lives=3;
sound_loop(snd_solo);
ini_close();
}
sound_play(snd_click);
//Mouse Enter
//other
if global.locked1=0{image_single=2}
//Draw
//draws it locked or unlocked
if global.locked1=0{image_single=1}
if global.locked1=1{image_single=0}
//draws the sprite
draw_sprite(sprite_index,image_index,x,y)
//set the font for drawing the name of the level
draw_set_font(fnt_level)
draw_set_halign(fa_center)
draw_set_valign(fa_center)
if global.locked1=1{draw_set_color(c_black)}
if global.locked1=0{draw_set_color(c_white)}
draw_text(x,y,name)
//Saving Levels
ini_open(working_directory + "\pirates_ninjas.ini");
ini_write_real("LeveL1","Level1",0);
ini_write_real("Score1","Score",score);
ini_close();
If you wish to get an better idea you can download the Android Version from my server:
http://trevtech.com/...s_vs_Ninjas.apk
or Online at;
http://www.trafficre...rate-vs-ninjas/
Also if you wish to post your game on our server, please send me a email, with your game link a graphic link and your email and name and we will post it on on
http://dls.trevtech.com/Android/
Thank you.
The problem I'm having is, the level get's saved, but for some reason it load the score always as zero.,
Now this is impotent, you see each level is completed based on how much of a score the user has completed, then moves them forward to the next. So when a user completes the level and come back at a later time and tries to select their saved level it will load the level, but not the score,
I'm very confused, I've thought it was related to the "Game Start" Option, try making changes to that, with no luck. the other thing that really get's me is it's worked a few times, if you play the game straight through from one level to another then let's say die at level four, the game bring the user' back to the menu screen so they can choose their level they just left off from, this works. but as soon as you close the whole game and try reloading it, and loading your saved level it then loads it with zero score.
So this what I've got so fare for my menu screen
//Loading your game
//Create;
ini_open(working_directory + "\pirates_ninjas.ini");
global.locked1=ini_read_real("LeveL1","Level1",0);
//score = ini_read_real("Score1","Score",0);
ini_close();
image_single=0
image_speed=0
name="1"
//Left button select
ini_open(working_directory + "\pirates_ninjas.ini");
//if the level is unlocked it starts it
if global.locked1=0{
room_goto(level1)
score = ini_read_real("Score1","Score",0);
lives=3;
sound_loop(snd_solo);
ini_close();
}
sound_play(snd_click);
//Mouse Enter
//other
if global.locked1=0{image_single=2}
//Draw
//draws it locked or unlocked
if global.locked1=0{image_single=1}
if global.locked1=1{image_single=0}
//draws the sprite
draw_sprite(sprite_index,image_index,x,y)
//set the font for drawing the name of the level
draw_set_font(fnt_level)
draw_set_halign(fa_center)
draw_set_valign(fa_center)
if global.locked1=1{draw_set_color(c_black)}
if global.locked1=0{draw_set_color(c_white)}
draw_text(x,y,name)
//Saving Levels
ini_open(working_directory + "\pirates_ninjas.ini");
ini_write_real("LeveL1","Level1",0);
ini_write_real("Score1","Score",score);
ini_close();
If you wish to get an better idea you can download the Android Version from my server:
http://trevtech.com/...s_vs_Ninjas.apk
or Online at;
http://www.trafficre...rate-vs-ninjas/
Also if you wish to post your game on our server, please send me a email, with your game link a graphic link and your email and name and we will post it on on
http://dls.trevtech.com/Android/
Thank you.
Save Problem
28 July 2012 - 04:55 AM
OK, I'm looking for some help here, I've spend my whole day trying to get this to work:
I have 50 levels, and I want to have it so that the levels that haven't been saved or played, or shown as locked. and for the other's unlocked. i have an example in called LevelsSaves which I'm using as a template, it works fine in it, soon as I try to convert it over to my actual game, for some reason it won't work right: So here I go here is the code: and see if I'm doing any thing wrong:
Events: for obj_load_level1
Create:
ini_open(working_directory + '\game_save.ini')
global.locked1=ini_read_real("Phase1","phase1",0)
score = ini_read_real("Phase1","score1",0);
ini_close()
image_single=0
image_speed=0
name="LeveL1"
Left Pressed:
//if the level is unlocked it starts it
if global.locked1=0{room_goto(level1)}
Draw:
//draws it locked or unlocked
if global.locked1=0{image_single=1}
if global.locked1=1{image_single=0}
//draws the sprite
draw_sprite(spr_level,image_index,x,y)
//set the font for drawing the name of the level
draw_set_font(fnt_level)
draw_set_halign(fa_center)
draw_set_valign(fa_center)
if global.locked1=1{draw_set_color(c_red)}
if global.locked1=0{draw_set_color(c_green)}
draw_text(x,y,name)
Now this works like I said in my one version, but when I try to created it in my game with my 50 levels the problem I'm having is that it shows the locked screen button, but if you click it, it still loads the room.
but it don't do this in the other sample;
oh and here is my save:
obj_save_phase1
Events:
Create:
//Level 1
ini_open(working_directory + '\game_save.ini')
LeveL1="Phase1"
ini_write_real(LeveL1,"phase1",0)
ini_write_real(LeveL1,"score1",score);
ini_close()
I have 50 levels, and I want to have it so that the levels that haven't been saved or played, or shown as locked. and for the other's unlocked. i have an example in called LevelsSaves which I'm using as a template, it works fine in it, soon as I try to convert it over to my actual game, for some reason it won't work right: So here I go here is the code: and see if I'm doing any thing wrong:
Events: for obj_load_level1
Create:
ini_open(working_directory + '\game_save.ini')
global.locked1=ini_read_real("Phase1","phase1",0)
score = ini_read_real("Phase1","score1",0);
ini_close()
image_single=0
image_speed=0
name="LeveL1"
Left Pressed:
//if the level is unlocked it starts it
if global.locked1=0{room_goto(level1)}
Draw:
//draws it locked or unlocked
if global.locked1=0{image_single=1}
if global.locked1=1{image_single=0}
//draws the sprite
draw_sprite(spr_level,image_index,x,y)
//set the font for drawing the name of the level
draw_set_font(fnt_level)
draw_set_halign(fa_center)
draw_set_valign(fa_center)
if global.locked1=1{draw_set_color(c_red)}
if global.locked1=0{draw_set_color(c_green)}
draw_text(x,y,name)
Now this works like I said in my one version, but when I try to created it in my game with my 50 levels the problem I'm having is that it shows the locked screen button, but if you click it, it still loads the room.
but it don't do this in the other sample;
oh and here is my save:
obj_save_phase1
Events:
Create:
//Level 1
ini_open(working_directory + '\game_save.ini')
LeveL1="Phase1"
ini_write_real(LeveL1,"phase1",0)
ini_write_real(LeveL1,"score1",score);
ini_close()
FaceBook In App
13 July 2012 - 01:20 AM
I've made a few games now with the FB function we it will post remarks on user's pages, it's been working fine for awhile, last night when I was finishing some finished touches on a games, I noticed that the function to verify the user stop working, it tries to load FB's Authorized Page, then skips to starting my game, and all the FB functions are not working due to the user hasn't been able to verify if they want to let the app run through their FB page. Is there any one else having the same issue.
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