Hello and thanks for looking. As you can see from my join date, I started using GM a long time ago. I'm developing a game that is nearing completion but I need some 20x20 graphics that represent materials. For example, these 32x32 images you can see represent gold, lumber/wood, and the last one lead .
I need 20x20 images that in some way represent the items below
sugar wine salt gold silver gems wood iron titanium - this is used for lightweight armour plating, like on fighter jets aluminium Egg Fertilizer Water rice corn wheat
If you can do good quality images like the ones shown in the post and require paying (paypal), please state your price.
Okay basically I have an online game, the server needs to find out if certain players are in the same room.
In my text file I have written room2 which is stored when the players join the game. This is stored on the server into global.player[i,3].
In the controller I have a variable called start=room1 (no player is ever in room 1) and then i,3 for the player array, where a player is set to start.
For going to the room this worked fine.
But when I try to compare them it doesn't work. For the comparing code on the server I have:
if (messid == 35)
global.player[2,5] = val;
if ("+string(global.player[2,3])+") = ("+string(global.player[3,3])+")
show_message("Horray for me");
It isn't in a loop or anything atm I'm just keeping it simple. So the idea is that the server will send the information back to whoever sent it (this works fine) and then compare the rooms to see if they are the same and then send a message to the other player (or at least make a popup so I know it should be working).
In debug mode 2,6 and 3,6 start at three but when the players log in the values are slightly out. For example in my last run one was 20180081 and the other was 20180087. Could anybody please give me some advice to assist me.
Hi. I am making a star trek game with both single and multiplayer. The project is going to be fairly complex and hopefully will get quite a bit of attention. I have already been offered an interview for hailingfrequency.co.uk pod cast site.
This game could be popular and you have a chance to get your sprites in game and your name on the credits. Even if I only use one of your sprites you get to go in the credits. If I use many you get to be listed on my website as one of the main graphics artists with a full detail on your contribution and a link to your website.
The main thing the project needs at the moment are starships from the game. My new site is not set up yet (will be paid for hosting) but when it is the best ship developed will be featured on the site.
The ships can either be made up or from the star trek series. I did an attempt at a star ship and although I realise where my downfalls were so I can make it better next time here is a link: http://www.freewebs....amers/dread.PNG
Ships maybe resized but maximun size for a ship (i.e powerful ones) are around about 170 height and the appropriate width.
Edit: Btw if anybody wants a good role designing the area you play in (so space, nebulas) or other graphic affects like debree just post here. Need graphical developers to join the production.
In a multiplayer game when someone is going at a direction and speed to keep them in sync I know I need to try and move them at the same speed.
If one player's computer was going slow then can I still use room_speed, as I'm not sure if room_speed is the same as the number of steps per second.
I thought to myself that things should be dependant on FPS like for a speed of 5
speed = 150/frames per second.
But I remember reading in an internet topic someone saying FPS can be quickly affected by things and shouldn't.
I thought the code would compensate for that, though.
However sometimes when I go into a game the FPS will go for example 29, 31 in a room when I start.
So the numbers might cause problems at the start I don't know, but I only usually get like 29 then 31 so when they are added up and divided by two they equal 30 anyway.
So is relying on FPS to determine speed reliable?