Hi everyone. I am making a game with game maker studio and in this game levels are saved to a text file in the read and right area of the sand box. I would like to be able to copy these text files off of my iPad to that I can send them to other members of my team. Does anybody know how this can be done? Is there a way to turn on file sharing for Game Maker Studio apps? Your time and help is greatly appreciated! Thanks in advance.
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Aero88
Member Since 17 Oct 2006Online Last Active Today, 07:46 PM
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Game Maker Studio & File Sharing
18 April 2013 - 02:21 AM
Simple Tilt Control
08 March 2013 - 04:20 PM
Hi everyone, I am using GM studio and am attempting to add a tilt control option to my game. The movement is simple 8 directional motion and the game is played in landscape. I was looking at the help file, but I can't seem to get the correct tilt for my controls. Also when the device is flipped over the tilt seems to be reversed.
I am wanting my 0 to be with the device flat on its back like you set it on a table and then from there tilting forward makes you move up and back makes you move down and the same with left and right. Kind of like balancing a marble on a plate only I will user the tilt for 8 directional motion.
I am planning on using the variable "Sensitivity" to control how much the device needs to be tilted before my character moves.
Does anybody know of any good tutorials or examples of this or perhaps a quick explanation of what I would need to use to accomplish this. Such as do I need tilt_x, tilt_y or tilt_z and how to I correct for the device being played being rotated 180 degrees. Thanks for your time in advance. I really appreciate it.
I am wanting my 0 to be with the device flat on its back like you set it on a table and then from there tilting forward makes you move up and back makes you move down and the same with left and right. Kind of like balancing a marble on a plate only I will user the tilt for 8 directional motion.
I am planning on using the variable "Sensitivity" to control how much the device needs to be tilted before my character moves.
Does anybody know of any good tutorials or examples of this or perhaps a quick explanation of what I would need to use to accomplish this. Such as do I need tilt_x, tilt_y or tilt_z and how to I correct for the device being played being rotated 180 degrees. Thanks for your time in advance. I really appreciate it.
Testing In My Ipad Via The Yoyo Runner
28 February 2013 - 05:03 PM
Hi everyone! I am using GM studio and am at the phase of my games development where I need to be able to test on my iPad 3. Every time I attempt to run the game I am getting error messages. Maybe some of you here might know what I need to do differently. I am attempting to do this without a mac using the iPhone Configuration utility a provisioning profile and the YoYo runner.
Here is what I have done:
- Downloaded and installed Apples iPhone Configuration Utility.
- Downloaded a provisioning profile for the YoYo runner.
- Downloaded the YoYo runner for the iPad (v1.1.827) the same version as my GM Studio.
- Installed both the provisioning profile and the YoYo runner onto my iPad 3 via the iPhone configuration Utility.
- Started the YoYo runner on my iPad 3 and provided it my IP address (a 192.168 type number)
- Went in to Preferences/MacOSX in GM Studio on my PC and filled out the forums (with just garble)
- Set the export module to iOS and clicked play (My iPad 3 is plugged into my computer as well as it has a wireless signal)
The game seemed to be compiling fine on my desktop computer, but after it compiles I never get a message saying to open the YoYo runner on my iPad. After waiting for a while I opened it anyway and all I get is an error message switching between 'Downloading' , 'Connecting' ,and 'Error on Expand... Will Retry.'
What is weird is another member of my team said he did exactly what I have been trying to do and it runs on his iPad 2 just fine. I can't figure it out. Does anybody know what else i should do or what might be the problem? I really need to be able to test the game on my target device. Thanks. Any help is greatly appreciated.
Here is what I have done:
- Downloaded and installed Apples iPhone Configuration Utility.
- Downloaded a provisioning profile for the YoYo runner.
- Downloaded the YoYo runner for the iPad (v1.1.827) the same version as my GM Studio.
- Installed both the provisioning profile and the YoYo runner onto my iPad 3 via the iPhone configuration Utility.
- Started the YoYo runner on my iPad 3 and provided it my IP address (a 192.168 type number)
- Went in to Preferences/MacOSX in GM Studio on my PC and filled out the forums (with just garble)
- Set the export module to iOS and clicked play (My iPad 3 is plugged into my computer as well as it has a wireless signal)
The game seemed to be compiling fine on my desktop computer, but after it compiles I never get a message saying to open the YoYo runner on my iPad. After waiting for a while I opened it anyway and all I get is an error message switching between 'Downloading' , 'Connecting' ,and 'Error on Expand... Will Retry.'
What is weird is another member of my team said he did exactly what I have been trying to do and it runs on his iPad 2 just fine. I can't figure it out. Does anybody know what else i should do or what might be the problem? I really need to be able to test the game on my target device. Thanks. Any help is greatly appreciated.
Reflection Issues
26 February 2013 - 06:31 PM
Hi everyone. I am using GM studio and am making a game in which accurate reflections are important. I have them working now pretty well now thanks to the normal_detect() function over at gml scripts. My only problem now is a rather rare, but still important reflection. I have attached an image to show what I mean.

Blue Line: Tangent
Purple Line: Normal
Green Arrows: Currently works as should
Red Arrows: Reflections bend around the corner rather than away from it.
I am using this code to determine the target direction from the normal and original angle of motion.
Obviously it is strange to have objects bend around corners when they are supposed to bounce so what would be the appropriate thing to do and how might I do it? I need to be able to handle odd corners like this from any angle. It doesn't need to be pixel perfect, it just needs to deal with these types of situations in a sensible way while being processor friendly. If you need any clarification please ask. Thanks for your help in advance.
edit: Keep in mind I already have the normal and the original angle of motion so using those I need to come up with the exiting direction of motion.

Blue Line: Tangent
Purple Line: Normal
Green Arrows: Currently works as should
Red Arrows: Reflections bend around the corner rather than away from it.
I am using this code to determine the target direction from the normal and original angle of motion.
direction = 2*Normal_Check-direction-180;
Obviously it is strange to have objects bend around corners when they are supposed to bounce so what would be the appropriate thing to do and how might I do it? I need to be able to handle odd corners like this from any angle. It doesn't need to be pixel perfect, it just needs to deal with these types of situations in a sensible way while being processor friendly. If you need any clarification please ask. Thanks for your help in advance.
edit: Keep in mind I already have the normal and the original angle of motion so using those I need to come up with the exiting direction of motion.
Scaling and Game Speed
14 February 2013 - 04:48 PM
Hi I am using gm studio and I have a quick questions about optimization. I have a large sprite 2048x1536 which is to be used as a lighting layer for a game of mine on a retina display screen. My question is this. Would the game run faster if I drew the sprite straight to the screen as is, or would it be better to cut the sprite size down to 1048x768 and then scale it up to match the view size? I know that it would take less memory to cut the size down and scale in game, but I am wondering about speed performance. Anybody know which is better?
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