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Member Since 13 Jan 2007
Offline Last Active Nov 21 2013 05:28 AM

Posts I've Made

In Topic: Mentors List Renewed

07 October 2011 - 08:22 PM

Might I ask what the usual message frequency is for a mentor? I'm used to giving GM help (new members seem to single me out as some sort of know-it-all miracle worker...) so I'm not entirely opposed to being a mentor, I just want to get an idea of how much commitment that translates to.

I see myself as a relatively standard member (in that nobody recognizes my username for much), and after about a year and a half on the list, I have had 4-5 requests. At the moment I'm only mentoring one user on a project of theirs.

So basically it's not much of a commitment at all for me, but your case may be different because, well, you've made some great games and people know that. :)

In Topic: Question about views/following an object

02 August 2011 - 08:33 AM

Glad to help. The event order can be tricky, but you can almost always work it out, especially with begin and end steps.

In Topic: Question about views/following an object

02 August 2011 - 08:09 AM

Hm, nothing comes to mind off the top of my head. I assume changing the origin is not an option.

I am not sure why having an invisible object on top of the other is a problem. Perhaps it lags a step because of the order of events, maybe try putting the invisible objects x = char.x and y = char.y code in the End Step event and see if that helps?

In Topic: Question

02 August 2011 - 07:07 AM

You only need to use ord() with letters and numbers. For the tab key, just use keyboard_check(vk_tab). :)

In Topic: using else with collision event

31 July 2011 - 04:33 PM

Well let's say if you want an enemy object to check if it's in collision with other enemy objects. If you put the collision_rectangle() code into an enemy's step event and use a boundary around that enemy instance, then the function will always return that enemy instance's id because it is always in collision with it's own boundary rectangle.

That's where you would set notme to true, because you only want to check for collision with OTHER enemy objects, NOT itself (or notme :) )