Jump to content


Glaydur

Member Since 13 Apr 2012
Offline Last Active Nov 18 2012 03:06 AM

Posts I've Made

In Topic: Move on mouse click

25 May 2012 - 04:49 PM

I made a quick example, Take what you need from it.

If it isn't what you wanted just let me know and I'll try my best to re-make it.

http://www.sandbox.yoyogames.com/games/199367-movement---1


Wow this is pretty cool. Unfortunately I am not really good at reading gml yet as I am pretty new to it. Could you possibly add more comments to help me understand better? That would be really helpful thank you.

There's a much easier way to do this, read my post on the matter: http://gmc.yoyogames...howtopic=539096

Also, you should describe what happens when you try it your way. It helps people figure out the problem a LOT. Although in this case, I'm guessing the problem is that he doesn't stop when he reaches his destination.


Yes this works great! Thanks for the help :) The problem wasn't that it wasn't stopping but cause it was I could only place the obj_mouseclick in obj_player so the player could not move at all. But since I don't need to do that technique anymore, I will be fine. But could you explain to me how you're actually making the obj_player move? All you did was get the distance from one object to another. I'm new to gml so I'm sorry if this is a pretty noobish question. Also, why didn't you use move_towards_point()?

In Topic: click mouse movement

21 April 2012 - 04:05 PM

have you tried:

move_towards_point(obj_tile.x,obj_tile.t,your_speed);
move_snap(block_size,block_size)
//your_speed and block_size are not actual constants, variable or functions!!!


How will it know which character to move though? Since I will be placing that in the obj_tile, it won't know.

In Topic: Sprite sizes and collision masks...

16 April 2012 - 03:23 AM

I'm currently in the process of building a sprite character that I hope to build a platformer around. The character is realistically proportioned and has long hair. I've been following the examples in the book The Game Maker's Companion that suggests that collisions can get screwy when the character is jumping, landing on platforms, transitioning from one state to another, etc if the collision mask and center aren't kept consistent. I've been testing my character and things are going smoothly so far, but I'm developing some poses where the character's hair is going upward (e.g., descending from a fall) which changes the size of the sprite (it normally fits in a 120x120 bounding box). I'm wondering if I should redesign all the frames of my sprite so that it fits in a larger bounding box, to compensate for the hair-up poses, or is it safe to assume that collisions will work correctly as long as the center of the sprite (60x60) remains consistent through all the frames?

Hopefully this is making sense, if not, I can provide clarification.


In my experience, it works just fine even if you don't change every sprite animation resolution. You can also always edit the mask for the collision.

In Topic: Multiplayer help needed [solved]

14 April 2012 - 10:18 AM

IN how to make an mmorpg you will not use MyIni.dll.

Sorry I don't understand.

It does say on the website tutorial on application of networking that you will need 39dll (which is no problem for me) AND MyINI which is the problem cause of the compatibility issues with my GM 8.1 and Windows 7.

In Topic: Multiplayer help needed [solved]

14 April 2012 - 09:58 AM

I'm also having a hard time following this tutorial because of MyINI.dll .. This is what it says in the tutorial page:

MyINI.dll
Another application extension for Game Maker, this DLL is used for quick, easy and powerful file manipulation. It is included in all of our examples for free. There are some compatibility issues with this DLL if you are using a version of Game Maker that is above 8.0, in particular on Windows 7.


I have GM 8.1 and Windows 7   :confused:

Any help would be appreciated.