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gmlctl
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27 January 2010 - 06:48 AM
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Rts Queue Updated
11 March 2008 - 09:11 PM
NEW UPDATE: Fixed its consistency
Must be registered to be able to use.
This is the first in a series of scripts being made especially for the Real Time Strategy genre.
Download rtsqueuev2.gml
Used for building production queues.
These scripts use the list data structure.
They work just like the queue data structure with a few extra functions:
ds_rtsqueue_unqueue(id)
this deletes the last value put in to the rtsqueue (the tail) and returns it.
returns -1 if none
==================================================
==============
ds_rtsqueue_unqueue_value(id, value)
removes and returns the value closest to the tail of the queue
returns -1 if none
==================================================
==============
ds_rtsqueue_occurance(id, value)
returns the number of occurances of value (0 if none)
==================================================
==============
Every other queue function is referred to as ds_rtsqueue_*, where * is the correct function.
EG:ds_rtsqueue_enqueue(id, value)
Hope it's useful! If you need help just PM me. I don't need credit, it wasn't difficult to make. However, do not claim that you wrote them (please). You should at least re-type it completely to claim it... Sorry, copy/cut/paste is cheating
An example (with some RTS programming concepts) can be downloaded here: Download rtsqueue example.gmk
This is mine, please use it and learn from it, not just copy it. There's a small script by Fede-Lasse and another little script that I made to make it easy to get the object index from a string name. Good Luck!
Must be registered to be able to use.
This is the first in a series of scripts being made especially for the Real Time Strategy genre.
Download rtsqueuev2.gml
Used for building production queues.
These scripts use the list data structure.
They work just like the queue data structure with a few extra functions:
ds_rtsqueue_unqueue(id)
this deletes the last value put in to the rtsqueue (the tail) and returns it.
returns -1 if none
==================================================
==============
ds_rtsqueue_unqueue_value(id, value)
removes and returns the value closest to the tail of the queue
returns -1 if none
==================================================
==============
ds_rtsqueue_occurance(id, value)
returns the number of occurances of value (0 if none)
==================================================
==============
Every other queue function is referred to as ds_rtsqueue_*, where * is the correct function.
EG:ds_rtsqueue_enqueue(id, value)
Hope it's useful! If you need help just PM me. I don't need credit, it wasn't difficult to make. However, do not claim that you wrote them (please). You should at least re-type it completely to claim it... Sorry, copy/cut/paste is cheating
An example (with some RTS programming concepts) can be downloaded here: Download rtsqueue example.gmk
This is mine, please use it and learn from it, not just copy it. There's a small script by Fede-Lasse and another little script that I made to make it easy to get the object index from a string name. Good Luck!
Futurewar! Rts
27 October 2007 - 01:29 AM
Download
Password: o24m90g (no username necessary)
The controls are simple:
left click selects units
yes you can create a selection box
right click sets a destination
control + right click is attack move
left click anywhere not on a unit unselects all units.
Each player starts with 4 ATCVs (All Terrain Construction Vehicle)
(edit: yes my inspiration came from SC a little, but it is not a clone)
Ore is required for all units and buildings
Right click on an ore deposit to mine (make sure your ATCVs are selected)
The command center allows you to create additional ATCVs
ATCVs can build Barracks and Laser Towers
Barracks creates Mechanical Infantry and Rocket Infantry.
right clicking with a building selected sets the rally point
BTW: Rocket Infantry do better against buildings than other units
Features:
Control Groups (0 - 9)
Selection Box
Attack Move
Bug Fix:
Unknown variable ore
I would be glad to take any suggestions and possible improvements, as well as bug reports.
Screenshot:
Password: o24m90g (no username necessary)
The controls are simple:
left click selects units
yes you can create a selection box
right click sets a destination
control + right click is attack move
left click anywhere not on a unit unselects all units.
Each player starts with 4 ATCVs (All Terrain Construction Vehicle)
(edit: yes my inspiration came from SC a little, but it is not a clone)
Ore is required for all units and buildings
Right click on an ore deposit to mine (make sure your ATCVs are selected)
The command center allows you to create additional ATCVs
ATCVs can build Barracks and Laser Towers
Barracks creates Mechanical Infantry and Rocket Infantry.
right clicking with a building selected sets the rally point
BTW: Rocket Infantry do better against buildings than other units
Features:
Control Groups (0 - 9)
Selection Box
Attack Move
Bug Fix:
Unknown variable ore
I would be glad to take any suggestions and possible improvements, as well as bug reports.
Screenshot:
Platform Rpg Sprites (yes.. Another)
21 August 2007 - 09:59 PM
Hello. I am creating a platform rpg game, and I would like one or two dedicated spriter(s). Here is a list of the 2d sprites (with dimensions and such) that I need to be created. Yes the sprites must be original.
THE MAIN CHARACTER:
64 x 64 Animated
Sword, Axe, and Bow sprites...(each separate, with the character)
Running, Standing, Talking, Spell Casting, Attacking, Blocking (sword and axe only), Been Hit, and Falling Down. The number of frames per animation should be kept to a minimum.
ENEMY(IES):
64 x 64 Animated
You may choose what weapon each will have. (Please have it medieval based)
Running, Standing, Possibly Spell Casting, Attacking, Blocking (if applicable), Been Hit, and Falling (or disintegrating)
If you wish to take up this task, and need more information please PM me. When a particular character is finished, please send the link to me by PM. I do not want anyone other than me and the spriter to have these sprites. Credit will be awarded and possibly money, depending on how good the game is when it comes out.
(Note: I will probably request other sprites and these requests will be sent by PM to the volunteer(s))
Thank You in advance. It is appreciated.
THE MAIN CHARACTER:
64 x 64 Animated
Sword, Axe, and Bow sprites...(each separate, with the character)
Running, Standing, Talking, Spell Casting, Attacking, Blocking (sword and axe only), Been Hit, and Falling Down. The number of frames per animation should be kept to a minimum.
ENEMY(IES):
64 x 64 Animated
You may choose what weapon each will have. (Please have it medieval based)
Running, Standing, Possibly Spell Casting, Attacking, Blocking (if applicable), Been Hit, and Falling (or disintegrating)
If you wish to take up this task, and need more information please PM me. When a particular character is finished, please send the link to me by PM. I do not want anyone other than me and the spriter to have these sprites. Credit will be awarded and possibly money, depending on how good the game is when it comes out.
(Note: I will probably request other sprites and these requests will be sent by PM to the volunteer(s))
Thank You in advance. It is appreciated.
Blend Modes And Fog Of War
25 May 2007 - 05:51 AM
So, I have seen some examples of fog of war that use surfaces and blend modes. But I hate to use other people's code. I also know how to code, but I am not as familiar with graphics as I should be. Anyways will somebody more experienced in graphics help me out in the correct use of blend modes. (For my particular game, I cannot use large surfaces because of the lack of video memory)
//This draws the fog of war sprite for my view only
draw_rectangle_color(objControl.vx,objControl.vy,objControl.vw,objC
ontrol.vh,
c_black,c_black,c_black,c_black,false);
//For each of the first player's units/buildings
with (p1par) {
draw_set_blend_mode(bm_subtract); //Is this really the correct way?
draw_circle_color(0,0,128,c_black,c_black,false); //Is this really the correct way?
draw_set_blend_mode(bm_normal); //Is this really the correct way?
}This is in the Draw event of the fog of war object.
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