I've been trying to find what certain YoYo_functions have been renamed to, and have had little success for some of them.
"YoYo_MouseCheckButton(a,mb_left)" for example wasn't listed under "mouse" in the help file or under "touch". Any idea what it's been renamed to?
//where "a" is the # of the finger touching the screen.
Is there a topic list somewhere?
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Spector_Slayor
Member Since 29 Apr 2007Offline Last Active Jun 14 2012 05:12 AM
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Topics I've Started
YoYo_Funtions
07 June 2012 - 09:12 PM
physics_world_create(1/32)
07 May 2012 - 04:52 PM
I have put:
Any ideas for where I should be initializing the physic world properties?
Would the new creation order system have something to do with this issue?
edit:

Top/Left/Right/Bottom specifications have been removed? (Couldn't find any functions to set these sizes)
Does physics_world_create() cover the whole room automatically now or is it only covering (640x480) by default?
(I made my room larger, and if physics_world_create() isn't covering the whole room this could explain my error...)
physics_world_create(1/32) physics_world_update_iterations(18) physics_world_gravity(0,32) physics_world_update_speed(room_speed*2)Into a room's creation code, a controller object's create event, room start event, and game start event, but I am still getting this error:
It's strange because it was working fine (had it in an object's create event originally), but now it has stopped working for some reason.The current room does not have a physics world representation
Any ideas for where I should be initializing the physic world properties?
Would the new creation order system have something to do with this issue?
edit:

Top/Left/Right/Bottom specifications have been removed? (Couldn't find any functions to set these sizes)
Does physics_world_create() cover the whole room automatically now or is it only covering (640x480) by default?
(I made my room larger, and if physics_world_create() isn't covering the whole room this could explain my error...)
image_single?
01 May 2012 - 08:21 PM
What does "image_single" do?
My guess is it's a combination of image_index=number; && image_speed=0;, but i'm not exactly sure.
My guess is it's a combination of image_index=number; && image_speed=0;, but i'm not exactly sure.
Kiip/SDK integration
18 April 2012 - 07:31 AM
I know GM has admob sdk built in, are we able to import other SDKs? Any plans for Kiip integration aswell?
http://www.kiip.me
Kiip (pronounced "keep") is an adfree in-game achievement system that offers real rewards (to the players) for playing games.
Also the developers get paid directly for using Kiip (I'll get back to you on the details of how it works).
Anyways watch the video on the homepage for a bit more info, a web developer friend of mine told me to check out this tool(never heard of it before) thought I'd share and find out about GM integration.
http://www.kiip.me
Kiip (pronounced "keep") is an adfree in-game achievement system that offers real rewards (to the players) for playing games.
Also the developers get paid directly for using Kiip (I'll get back to you on the details of how it works).
Anyways watch the video on the homepage for a bit more info, a web developer friend of mine told me to check out this tool(never heard of it before) thought I'd share and find out about GM integration.
"Connecting to none"
20 March 2012 - 09:37 PM
Similar to this topic but not quite the same. (I get the "Error - io error, retrying..." if wifi is off, "none..." error when wifi is on)
Screeny:
Believed Problem:
YoYoRunner Constantly Refreshing or retrying to connect. I am unable to access "Change Settings" because it keeps refreshing.
i.e. I click Settings -> go to settings page for 0.1sec ->App refreshes -> takes me back to loading screen.
Technical Details:
I can access my game (via HTML5 runner) at http://MyIP:51268, and http://127.0.0.1:51268, as well as the file: http://MyIP:51268/GameAssets.zip
nginx is always running when I start GM:S (everything seems to be working fine).
I have configured the webserver and Android SDK (+ Check) Both working.
My nginx configuration file (found in: "C:/gm_webdir/ProjectName/nginx.conf")
My other nginx configuration file (found in: "C:\Users\UserName\AppData\Roaming\GameMaker-Studio\nginx-1.0.4\conf")
My conclusion: I'm sure the issue lies in the YoYo App on my android device. I cannot click settings to set the server to connect to (Due to constantly refreshing screen). I need a way to manually set the IP address to connect to for the App OR a way to change the refresh/retry rate so I can change it before the screen refreshes (any idea on why it's constantly refreshing?
).
Any ideas on how to do either?
Screeny:
Spoiler

Believed Problem:
YoYoRunner Constantly Refreshing or retrying to connect. I am unable to access "Change Settings" because it keeps refreshing.
i.e. I click Settings -> go to settings page for 0.1sec ->App refreshes -> takes me back to loading screen.
Technical Details:
I can access my game (via HTML5 runner) at http://MyIP:51268, and http://127.0.0.1:51268, as well as the file: http://MyIP:51268/GameAssets.zip
nginx is always running when I start GM:S (everything seems to be working fine).
I have configured the webserver and Android SDK (+ Check) Both working.
My nginx configuration file (found in: "C:/gm_webdir/ProjectName/nginx.conf")
Spoiler
worker_processes 1;
events { worker_connections 1024; }
http {
include mime.types;
default_type application/octet-stream;
sendfile on;
keepalive_timeout 65;
server {
listen 51268;
server_name localhost;
allow 127.0.0.1;
allow MyIP/24;
deny all;
location / {
root "C:/gm_webdir/ProjectName";
index index.html index.htm;
}
}
}
events { worker_connections 1024; }
http {
include mime.types;
default_type application/octet-stream;
sendfile on;
keepalive_timeout 65;
server {
listen 51268;
server_name localhost;
allow 127.0.0.1;
allow MyIP/24;
deny all;
location / {
root "C:/gm_webdir/ProjectName";
index index.html index.htm;
}
}
}
My other nginx configuration file (found in: "C:\Users\UserName\AppData\Roaming\GameMaker-Studio\nginx-1.0.4\conf")
Spoiler
#user nobody;
worker_processes 1;
#error_log logs/error.log;
#error_log logs/error.log notice;
#error_log logs/error.log info;
#pid logs/nginx.pid;
events {
worker_connections 1024;
}
http {
include mime.types;
default_type application/octet-stream;
#log_format main '$remote_addr - $remote_user [$time_local] "$request" '
# '$status $body_bytes_sent "$http_referer" '
# '"$http_user_agent" "$http_x_forwarded_for"';
#access_log logs/access.log main;
sendfile on;
#tcp_nopush on;
#keepalive_timeout 0;
keepalive_timeout 65;
#gzip on;
server {
listen 80;
server_name localhost;
#charset koi8-r;
#access_log logs/host.access.log main;
location / {
root html;
index index.html index.htm;
}
#error_page 404 /404.html;
# redirect server error pages to the static page /50x.html
#
error_page 500 502 503 504 /50x.html;
location = /50x.html {
root html;
}
# proxy the PHP scripts to Apache listening on 127.0.0.1:80
#
#location ~ \.php$ {
# proxy_pass http://127.0.0.1;
#}
# pass the PHP scripts to FastCGI server listening on 127.0.0.1:9000
#
#location ~ \.php$ {
# root html;
# fastcgi_pass 127.0.0.1:9000;
# fastcgi_index index.php;
# fastcgi_param SCRIPT_FILENAME /scripts$fastcgi_script_name;
# include fastcgi_params;
#}
# deny access to .htaccess files, if Apache's document root
# concurs with nginx's one
#
#location ~ /\.ht {
# deny all;
#}
}
# another virtual host using mix of IP-, name-, and port-based configuration
#
#server {
# listen 8000;
# listen somename:8080;
# server_name somename alias another.alias;
# location / {
# root html;
# index index.html index.htm;
# }
#}
# HTTPS server
#
#server {
# listen 443;
# server_name localhost;
# ssl on;
# ssl_certificate cert.pem;
# ssl_certificate_key cert.key;
# ssl_session_timeout 5m;
# ssl_protocols SSLv2 SSLv3 TLSv1;
# ssl_ciphers ALL:!ADH:!EXPORT56:RC4+RSA:+HIGH:+MEDIUM:+LOW:+SSLv2:+EXP;
# ssl_prefer_server_ciphers on;
# location / {
# root html;
# index index.html index.htm;
# }
#}
}
worker_processes 1;
#error_log logs/error.log;
#error_log logs/error.log notice;
#error_log logs/error.log info;
#pid logs/nginx.pid;
events {
worker_connections 1024;
}
http {
include mime.types;
default_type application/octet-stream;
#log_format main '$remote_addr - $remote_user [$time_local] "$request" '
# '$status $body_bytes_sent "$http_referer" '
# '"$http_user_agent" "$http_x_forwarded_for"';
#access_log logs/access.log main;
sendfile on;
#tcp_nopush on;
#keepalive_timeout 0;
keepalive_timeout 65;
#gzip on;
server {
listen 80;
server_name localhost;
#charset koi8-r;
#access_log logs/host.access.log main;
location / {
root html;
index index.html index.htm;
}
#error_page 404 /404.html;
# redirect server error pages to the static page /50x.html
#
error_page 500 502 503 504 /50x.html;
location = /50x.html {
root html;
}
# proxy the PHP scripts to Apache listening on 127.0.0.1:80
#
#location ~ \.php$ {
# proxy_pass http://127.0.0.1;
#}
# pass the PHP scripts to FastCGI server listening on 127.0.0.1:9000
#
#location ~ \.php$ {
# root html;
# fastcgi_pass 127.0.0.1:9000;
# fastcgi_index index.php;
# fastcgi_param SCRIPT_FILENAME /scripts$fastcgi_script_name;
# include fastcgi_params;
#}
# deny access to .htaccess files, if Apache's document root
# concurs with nginx's one
#
#location ~ /\.ht {
# deny all;
#}
}
# another virtual host using mix of IP-, name-, and port-based configuration
#
#server {
# listen 8000;
# listen somename:8080;
# server_name somename alias another.alias;
# location / {
# root html;
# index index.html index.htm;
# }
#}
# HTTPS server
#
#server {
# listen 443;
# server_name localhost;
# ssl on;
# ssl_certificate cert.pem;
# ssl_certificate_key cert.key;
# ssl_session_timeout 5m;
# ssl_protocols SSLv2 SSLv3 TLSv1;
# ssl_ciphers ALL:!ADH:!EXPORT56:RC4+RSA:+HIGH:+MEDIUM:+LOW:+SSLv2:+EXP;
# ssl_prefer_server_ciphers on;
# location / {
# root html;
# index index.html index.htm;
# }
#}
}
My conclusion: I'm sure the issue lies in the YoYo App on my android device. I cannot click settings to set the server to connect to (Due to constantly refreshing screen). I need a way to manually set the IP address to connect to for the App OR a way to change the refresh/retry rate so I can change it before the screen refreshes (any idea on why it's constantly refreshing?
Any ideas on how to do either?
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