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heyufool1

Member Since 13 Aug 2006
Offline Last Active May 19 2013 12:58 AM

Topics I've Started

Death

31 May 2012 - 12:56 AM

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Description:
Death is a story driven game that is designed to be dark, depressing, and unforgiving. Physical realism is the prime emphasis on gameplay. After waking up suffering from amnesia in a new dark place, Ethan must push forward to find answers and hopefully, a way out.

Controls:
Activate - E
Inventory - Q
Jump - Spacebar
Move Left - A
Move Right - D
Pause - Escape
Sprint - Shift


Posted Image
Mirror 1
File size: 12.7mb zip
GM Version: GM8
Changes Screen Resolution: No

Room's Index Constant?

01 January 2012 - 04:54 PM

Hello!  I'm working on my saving system and I'm currently saving the room that the player is in by simply writing the "room" variable to the file.  However, I'm afraid that the value represented by the "room" variable will not be constant during every run and will change when I add more rooms.  So, does a room's index every change?  If I add a room now and it has an index of 15 during run time, will it change to a different number if I add more rooms or simply run the game again?

List Performance/Resource Use

31 December 2011 - 11:11 PM

Hello!  I'm implementing saving and what I want to do is save on a per-room basis.  I have the system all set up and it works like this:

At the Room End every object that has something to save saves it's data into a list, which is added to a list for the room, which is finally added to a list of all the rooms

Basically, Object Information List -> Room Object List -> Room List (-> meaning added to)
Then when the player revisits a room the data can be loaded using the correct list, and at the game's end the Room List can be cycled through to save all the data.  

My question is, will this hurt performance too much and will it take up too many resources?

As an extra performance precaution I will NOT load all the data at game start but instead load the data as I need it.  This way I don't have 20 room's data loaded when the player only enters 2 rooms.



MODERATOR EDIT : This topic has been moved to the Novice Q&A section due to it not following the Advanced Section Rules and Guidlines. Please read the section rules of the forum before posting....

How efficient are the collision functions?

03 December 2011 - 03:10 AM

In a game that I'm writing I am coming across the need to use a collision line but I need to get the collision point of the first intersection. As far as I'm aware there are no functions that return the collision point. Only functions that return true for collision and false for no collision. Before I go ahead and write a script for collision checking where a point is returned I want to know the efficiency of the collision_point and collision_line functions. Would 100 collision point checks (for a line of length 100) impact the performance too much? If so, then how do you recommend I check for collision but also get the point of collision? Thanks for any help!

Advanced Level Design?

14 October 2011 - 06:32 PM

Hello!  I have finished my movement engine for my game and I'm starting on the level design.  However, I don't want to stick with the generic tiles that are blocks and makes the entire level look generic.  I want to do some unique terrain without relying on tiles.  As a result I have 2 questions:

1. How would you suggest designing a level where there are very few repeated blocks for the terrain?  I was thinking of just drawing the ground in Photoshop, load the image into Game Maker, and make a single object with the terrain for the entire level.  However, this leads into question #2.  (I was also going to use tiles to take care of the parts of the level that the player can't interact with)

2. Are there any performance issues that I should look out for when using a single object for all the terrain in a level?  Should I break the terrain into smaller objects and deactivate everything off screen, or would a single object for the terrain be just as performance effective as blocking the terrain?

Thanks for any input!