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ev149

Member Since 01 Jul 2007
Offline Last Active Private

Topics I've Started

[SOLVED] Replacement for execute_string

08 October 2012 - 10:45 AM

I'm working on a game using Grandma Engine, and everything works fine in GameMaker: Studio except switching rooms. There is a script to switch to different rooms with this code:
//Loads the appropriate room, based on the current values 
//of global variables mapX and mapY.

execute_string( "room = rm_" + string( mapX ) + "_" + string( mapY ) + ";" );

Obviously, this won't work because execute_string was deprecated in GM:S, but I'm not sure how to do this without execute_string. Any help would be great!

License Agreement

06 June 2012 - 12:31 AM

Is there anywhere I can download a copy of the Studio license agreement to read before I purchase it, or can someone post it here?

Thanks. ^_^

WebWeaver Alpha

02 January 2011 - 05:44 AM

WebWeaver
version 0a1


WebWeaver is an easy to use WYSIWYG HTML/CSS/JavaScript editor for Windows.  The large editing window provides plenty of room to type your code.  Syntax coloring and a lines of code counter are enabled via GMSCINT.  To preview your page, take a look at the Preview tab where you can see a live preview of your webpage (via TinyWeb).  If you'd like to upload your page to a server, head into the FTP client by clicking on the cloud icon at the top right.  Choose "Connect" to log on, "Upload" to publish your page, and "Disconnect" when you're done.

Screenshots:
(Click for fullsize)
Posted Image Posted Image
Posted Image

Download:
ZIP Archive
Installer (May not work correctly, use at own risk)

History:
2 January 2010 - WebWeaver Alpha 1 released, HTML & preview tabs enabled, FTP works, about box enabled

Enjoy!

The Adventures of Oddball

24 August 2010 - 08:14 PM

Posted Image

A Work in (Slow) Progress


Recently I decided to create a challenging game solo, which is proving to be a challenge in itself.  So I'm looking to the GMC for help!


Current Storyline:

Oddball, a strange creature living in a fictional town has gone missing.  Now it's up to you, with the help of Oddball's son Sebastian, girlfriend Bloomy, and former boss Farmer Jeff to find him.


Current Game Mechanics:

The game uses a simple point and click approach, combined with instructional dialog.  Characters give some background information and important objects, as well as bring you to key locations throughout the game.  You may also find maps and blueprints to navigate with.  Many locations have items that, once clicked on, show more dialog about that item.  Some items are not important at all, while some are necessary to continue the game.  Some dialog may also hint at things you must do in order to complete the game.


Other Game Aspects:

Being a sort of "retro" game, everything is at a resolution of 64 by 64 pixels, scaled up 800%, making the effective resolution 512 by 512 pixels.  Most sprites are 8 by 8 pixels in size, though this varies from one element to another.  The game also rarely makes use of the keyboard - currently, the only time it is used is to start the game.

The game has been recently redesigned in a 360 by 150 pixel environment.  The entire game uses only forty-one colors and chiptune music.


What I Need from You:

I'm not just making this topic to promote my game.  I'm doing it to get feedback on my ideas and here your own ideas.  I want to know how to make my game more interesting and interactive.

Just clicking on objects until one brings you to the next room isn't very engaging, so I want to know what would make it interesting.  I'm also looking for ideas of where Oddball might be

hiding.  Think to yourself "Where would I go if I was a freakish monster who was just plain weird?"  I appreciate any ideas you've got, so go ahead and post them.


Demo:

Box.net - Download (9MB )  Updated 17 September!

GameJolt - Download (9MB) Updated 21 September!


Screenshots: 

Posted Image

There's plenty of engaging dialog.

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Look for clues everywhere!

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That website on the left looks familiar...


Current Ideas:

  • None :(





Changing the Sprite After 2 Steps

21 August 2010 - 09:11 PM

I'm creating a platform shooter and currently have the following code in the Step event:
//shooting sprites [right]
if keyboard_check(vk_space) && dir="right"{
    sprite_index=spr_charSR;}
//shooting sprites [left]
if keyboard_check(vk_space) && dir="left"{
    sprite_index=spr_charSL;}

Then, in the Press <Space> event, I have the following:
if dir="right"
{
    instance_create(x+0,y+0,obj_bullet_r);
}
else
{
    instance_create(x+0,y+0,obj_bullet_r);
}

The objects obj_bullet_r and obj_bullet_l send a projectile right or left, respectively.

This all works fine, except that the sprite will stay the same as long as you hold down the spacebar.  What I was wondering is if it's possible to revert the sprite back to the original (spr_charL and spr_charR) after 2 steps/frames/whatever you call them.

Thanks in advance!

EDIT: Grammar.