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pucone

Member Since 10 Apr 2005
Offline Last Active May 19 2013 07:45 PM

Posts I've Made

In Topic: Max window size is 1024x768

16 May 2013 - 09:45 PM

I'm having the same problem, though windows_set_size does not help. Anyone else struggling with this?


In Topic: Obsolete Gml Functions In Gm:Studio

01 May 2013 - 05:44 PM

I have a (old, more or less finished) project that used timeline_moment_add to handle level design in a shoot-em-up. For example, I have a script that I call to add moments and and assign variables at different moments in a timeline:

 

 

timeline_moment_add(time_id,time_step,"
                    blend_type = "+string(blend_type)+";
                    motion_age_0 = 23;
                    motion_age_1 = 25;
                    motion_duration = 45;
                    motion_amp = -360;
                    motion_freq = .014;
                    motion_amp_2 = 360;
                    motion_freq_2 = .014;
                    initial_spawn_time = "+string(choose(50,46))+";
                    spawn_frequency = 9999;
                    num_shots = "+string(num_shots)+";
                    enemy_speed = 4;
                    shuffle_theta = 'theta';
 
                    e_id=scr_enemies_ocean('arc away',global.view_width,"+string(argument5+i*7)+");
                    define_formation_array["+string(define_formation_array_index)+",formation_enemy_index["+string(define_formation_array_index)+"]] = e_id;
                    formation_enemy_index["+string(define_formation_array_index)+"] += 1; // id of individual enemy in the current formation
                ");
 
In retrospect, I realize this isn't a great approach, but it was nice to use loops and logic to create timing... any suggestions?

In Topic: New Gamepad_* Functions

13 March 2013 - 06:46 PM

So, still no luck getting the PS3 controllers to respond. I'm wondering, what's the expected behavior here? Should GM:S be able to detect PS3 controllers natively now, or are we expected to use MotioninJoy or a similar program to emulate 360 controllers?

In Topic: New Gamepad_* Functions

13 March 2013 - 03:50 AM

Just to confirm: have either of you used PS3 controllers with the new gamepad_* functions that were introduced a few versions ago?

The controllers do work fine with MotioninJoy and the joystick_* functions, but I can't get the gamepad_* functions to recognize them, either with MotioninJoy or without.

The distinction is important because gamepad_* supports up to 4 controllers and joystick_* only supports 2.

In Topic: Give us your bugs!

07 November 2012 - 03:54 PM

Similarly, the draw_text_transformed / draw_text_transformed_ext bug is marked as low priority but should probably be raised since these are functions that are very frequently used and there doesn't seem to be a simple workaround!

http://bugs.yoyogame...iew.php?id=7517