Solved my issue. Turned out that I had a line to change the room view to double the resolution for web. And that line was setting the room_view to [0], but the default setting was enabled at [1] which wasn't set to follow anything. This is why it was returning 0 for the windows build. I don't know how I overlooked something so simple.
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Zippenstein
Member Since 06 Apr 2012Offline Last Active Apr 17 2013 09:16 PM
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In Topic: View_Xview[0] Returning Only 0
26 March 2013 - 05:21 PM
In Topic: Animated Sprites That Shake?
24 March 2013 - 10:17 PM
I had this problem earlier today. I was using a low resolution, 320x240, and the level would follow my camera object. The camera would spawn the player on top of an invisible spawn object and record it's id as well as pass it's own id to the player.
//in the create event of the camera
if(instance_exists(obj_start)){
idPlayer = instance_create(obj_start.x,obj_start.y,obj_player)
idPlayer.idHud = id
}
Then the camera would track the player object.
//in the draw event for the camera x = idPlayer.x y = idPlayer.y
This caused the player sprite to appear like he was shaking. The problem was that the player's movement wasn't based off whole numbers. I changed the line above to round down the camera's position and it fixed the shake.
x = floor(idPlayer.x) y = floor(idPlayer.y)
In Topic: November Comp Collection Issue
04 December 2012 - 08:21 PM
In Topic: Dead West
14 August 2012 - 04:18 AM
sorry for such a late reply. my resolution is 1280x720
Yep, that's why. The room view height is set to 768. Anything less is going to run into issues. I'll look into a fix. Thanks for letting me know.
In Topic: Dead West
09 May 2012 - 11:44 PM
[edit]
I'm having trouble reproducing the bug. Could you tell me what your resolution is?
When the game first runs the views for all the rooms are adjusted to the player's aspect ratio:
room_set_view(rm_designer,1,0,0,0,(display_get_width()/display_get_height())*768,768,0,0,(display_get_width()/display_get_height())*768,768,room_width,room_height,-1,-1,obj_hud)
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