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Carnivac

Member Since 20 Oct 2003
Offline Last Active May 17 2013 09:32 AM

Topics I've Started

Gm8.1 illegal argument count

18 April 2011 - 04:01 PM

Ok, this is nuts.  I've started getting this error in GM8.1

ERROR in
action number 1
of  Step Event
for object obj_enemy_view:

Illegal argument count calling script "scr_enemy_view_step".
Script requires 0 arguments, 5 have been supplied.

Now sure I can understand that if I used something like scr_enemy_view_step(1,2,3,4,5) but all I've done is use the execute script action.  Thing is this has only just started happening and I haven't touched anything to do with that action and object in a long time.  It worked fine for hours and hours before and if I remove the action and lose the that enemy view step code bit it just then gives the exact same error about something else that uses execute script and that was working absolutely fine before and I hadn't touched any of those bits recently at all.  Now I know it says 5 have been supplied and the execute script action has 5 automatic arguments all set to 0 which could account for the amount it's complaining about but it shouldn't and wasn't until recently.  I tried blanking them out but that doesn't work either.  I don't understand why this was working absolutely fine until about half an hour ago when it's been working fine in GM8.1 since I upgraded.  Can anyone help?

Double Jumping

22 July 2010 - 11:51 AM

Having one of those days where I just can't think straight so I need a lil bit of help.  I'm trying to modify my jumping code to allow for a double jump but I keep messing it up.  

Here's the jumping/falling code after I reverted my glitchy attempts to do double jumping.  Can anyone help change it to incorporate the double jump?

if JUMP 
    {if stunned = 0
        {if ground=1 and canjump>0
            {vsp=jumppower; canjump=0; sound_stop(sfx_jump);sound_play(sfx_jump)}}
    }
    else 
    if vsp < 0
        {vsp+=2;}
       
if !JUMP and ground = 1 
        {canjump=1;candoublejump=1;}
if ground=0 
        {vsp+=fallspeed;}
if vsp>2 
        {vsp=2}  


EDIT:  Never mind.  I think I got it working properly now.

Cosmic Prison Commando - Demo 1.1

20 July 2009 - 11:59 PM

Ok this still needs lots of finetuning, bug fixing and other bits (and obviously the bosses and later levels) but I figured it's alright to post it here since I've never ever posted a topic in Game Creations or WIP despite using GM since Feb 2002.

If you're put off by the blocky wide-pixel 16 color graphics well then this ain't for you so get the hell outta my topic. This is 1980s retro and yeah despite the system being made in 1984 they still attempted to make the sprites actually look like proper things rather than squares. This game is inspired by the classic platform shooter series Turrican so if you like those games ya might like this. This game isn't innovative and it's not clever. What it is though is action featuring a angry muscley dude with a big gun who likes to shoot the baddies dead and ya know what, sometimes that's all a gamer needs.

Game starts off in Windowed mode. Press F3 or Alt and Return for a proper resolution change to nice and sharp 640x480. Scanlines are on by default. Check the readme (pasted below too) for config details if you want to turn them off or make them transparent. I have them on by default as that's how my old Amstrad monitor looks and I loves the scanlines. Pressing F4 makes the game fullscreen by stretching to your current desktop resolution but it really kills the look and blurs the heck out of everything in a really nasty way.

Here's some old (but not that out of date) screenshots. Ignore the bottom two as those are from later levels not in this demo.

Posted Image

Here's some more info I lazily copy/pasted from the Readme.txt file I wrote earlier. It contains controls and config settings and all that.

This is the latest demo of a game originally written for a Retro Remakes contest where the category was 'We Like It Retro' which meant making a brand new game in the style of machines of the past. In this case it's my first computer the 1984 machine, Amstrad CPC 464. It uses the same 16 colors on screen chosen initially from the 27 color palette of the machine and uses the wide pixel resolution like the CPC's Mode 0. This demo contains all of level 1 except it's boss. The amount of secret areas found and Amstrad CPC 464 icon's are temporarily on the Pause screen. These will likely appear at the end of a level in the full version where bonus points will be awarded for finding all of them. A lot of the bugs of the previous demo have been fixed though there are probably some others now. And yes I know there is still no proper death sequence. I'll do it later.

All graphics and majority of code created by me, Carnivac
Sound effects are temporary and were created in SFXR
Music used in the demo are Switchblade - Title Theme by Ben Daglish and Glider Rider - Bike Theme by David Whittaker

Full credits on the title screen


Keyboard controls:
cursor keys to move
S to shoot
D to jump
Return to Pause and go to menu
Press crouch then jump to drop through thin platforms
Press crouch (when not firing) on restart panels to activate them

F3 (or Alt and Return) switches to 640x480 fullscreen resolution (recommended)
F4 stretches to fill current resolution
F10 ends game instantly

Settings
--------

For now the Options menu is disabled 'til I fix it. In the meantime the following options can be changed by altering the config.ini file. More options will be in later updates.

[Control]
Set Joypad to 0 for keyboard control
Set Joypad Selected to 0 for the first joypad or 1 for the second
Set Joypad Config to 1 for PS2, 2 for PS3, 3 for PC pads with a POV d-pad, 4 for regular PC pads (untested) and 5 for Xbox360
0 for joypad 1, 1 for joypad 2

[Audio]
Music Volume can be set to any number between 0 and 255

[Video]
Scanlines can be altered by any decimal point between 0 and 1. For example 0.5 will set them at half transparency and 0 will appear to turn them off.


Please report any major bugs to http://carnivacgames...o-11-topic.html

Anyone who has a regular PC joypad (not POV) and can test it with this game please let me how it goes because I cannot test it myself. I'm not sure it'll work as it is but if someone can report the correct values if it doesn't then I can fix it.

Please let me know if the game doesn't run at all for you. I know it happens with some machines. If so then I'll need your system specs and I'll work on a fix.


If for some reason you'd like to have a go then here be the link for the demo which is 1.84MB in size so it ain't much at all, eh?
Cosmic Prison Commando - Demo 1.1

If it's not working (or the screenshots or my sig images) it's because the host is temporarily down again (has happened a couple times lately). Just come back a couple hours later and it should be fine.

Ok then. Good. Right. Nice.... Holy crap I posted an actual gamey thing!

Pc D-pad Values

12 July 2009 - 12:05 PM

Can anyone here with a PC gamepad (not PS2/3, Xbox or anything like that, just a true PC pad) tell me what the d-pad registers as in your game controllers bit in the control panel of Windows?  What the d-pad button values are or if it uses the POV?  I have PC gamepad as one of the options in my games but I don't have a real PC pad to test it on as I use PlayStation ones.

Surface Gets Destroyed When Changing Res

11 July 2009 - 02:11 PM

My games use a surface to ensure non-glitchy sharp scaling to fit 640x480.  They also are meant to let you switch between windowed (desktop resolution) and fullscreen (resolution changing) by pressing F3.  Problem is when the resolution switches the surface gets destroyed and the game shows an error saying the surface no longer exists.  I assume I'm supposed to destroy the surface object before the resolution changes and recreate it afterwards?  That might work and I can put that in my resolution changing code, but what I want to know is how can the game tell if the resolution has been changed by other means.  For example, when running the game in fullscreen, pressing Alt+Tab to flick back to Windows changes the resolution too.  Is it possible for a Game Maker game to detect the resolution change and then run code to recreate the surface before the game errors?