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Zippenstein

Member Since 06 Apr 2012
Offline Last Active Apr 17 2013 09:16 PM

Posts I've Made

In Topic: View_Xview[0] Returning Only 0

26 March 2013 - 05:21 PM

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.


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

I fixed my issue. I had to disable the subscriptions individually from the list on the collection page and not on each creator's page. I also discovered that my PLAY page breaks, as pictured above, if over 50 entries are added. And there are 52 games in the November Comp collection.

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

That's what the last update was supposed to do. The original version was 4:3 aspect ratio. The most recent update added widescreen support. The ratio I've been testing is 16:10. Others have complained about some graphics glitches and slowdowns I'm looking into as well. Checking it out now. Thanks for the feedback.

[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)