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Nerf Smurf
Member Since 23 Jan 2006Offline Last Active Jan 18 2012 04:04 AM
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Posts I've Made
In Topic: ...AI follow a user defined street
21 December 2011 - 06:38 AM
My vehicles follow their paths as desired using mp_grids, etc, but is there a way to smooth-en out the turns as they look pretty jerky.
In Topic: How to Make A "Start Game" Button
09 December 2011 - 04:42 AM
Give it a variable when created like....
and when you hit the space bar do something like
Now when you hit space bar the first time, it will check if "ballinhand" is 1. If it is, it will start your ball moving and it will also set "ballinhand" to 0. So if you hit spacebar the 2nd time, it will check if "ballinhand" equals 1, and it wont, so it wont move the ball again.
Oh and this is great cause when ever you loose the ball, all you have to do is set "ballinhand" back to 1.
ballinhand=1
and when you hit the space bar do something like
if ballinhand==1
{
start your ball moving DnD stuff here
ballinhand=0
}Now when you hit space bar the first time, it will check if "ballinhand" is 1. If it is, it will start your ball moving and it will also set "ballinhand" to 0. So if you hit spacebar the 2nd time, it will check if "ballinhand" equals 1, and it wont, so it wont move the ball again.
Oh and this is great cause when ever you loose the ball, all you have to do is set "ballinhand" back to 1.
In Topic: ...AI follow a user defined street
07 December 2011 - 08:57 PM
Solved...
My problem was that i didnt want to object to follow a path as soon as it was created, my planes have different stages, for the takeoff/landing stages, i use the simple move_towards_point. After it gets to the runway, i needed it to activate the path. I also needed the path to have its start position on the runway. But now everything is fixed now after HOURS of working on this
Thanks guys!!!
My problem was that i didnt want to object to follow a path as soon as it was created, my planes have different stages, for the takeoff/landing stages, i use the simple move_towards_point. After it gets to the runway, i needed it to activate the path. I also needed the path to have its start position on the runway. But now everything is fixed now after HOURS of working on this
In Topic: ...AI follow a user defined street
07 December 2011 - 08:30 PM
My head still cant figure this out. I have my grid made just how I like it, but my planes still cut across the red grid squares.
In Topic: health bar problems
05 December 2011 - 09:14 AM
Use the formula provided by twelveways. Math and programming goes oh-so well together 
If i remember correctly, "draw_healthbar" assumes your working with a maximum of 100 health. I see you are using fuel so your car/ship/rocket may have more than 100 units of gas, causing the long line. I am going to make it even simpler for you and write it out.....
Object's Create event (or where ever you created your "global.fuel=xx" and "global.maxfuel=xx"):
Object's Step event:
Draw Event of whatever draws the bar:
Oh btw, you dont have to make the x2 and y2 values = global.maxfuel, you can give it an integer value, Gamemaker does a small portion of math for you.
If i remember correctly, "draw_healthbar" assumes your working with a maximum of 100 health. I see you are using fuel so your car/ship/rocket may have more than 100 units of gas, causing the long line. I am going to make it even simpler for you and write it out.....
Object's Create event (or where ever you created your "global.fuel=xx" and "global.maxfuel=xx"):
global.fuellevel = 0
Object's Step event:
global.fuellevel = (global.fuel/global.maxfuel)*100
Draw Event of whatever draws the bar:
draw_healthbar(20,50,80,60,global.fuellevel,c_black,c_red,c_green,0,1,1)
Oh btw, you dont have to make the x2 and y2 values = global.maxfuel, you can give it an integer value, Gamemaker does a small portion of math for you.
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