newt's Forum Posts

  • Soon as I get my Flux Capacitor running I'll give it a shot.

  • I'm looking for a faster way to do it than physics + shaders like with quaziblobs. I know it isn't complicated to do with blobs, but performance is my main concern. I'm also wondering if there's a way to do it with blobs that's faster than some of the examples I've seen. For example, with the demo of that fluid engine, if I set it to render points rather than metaballs (which I think may be slowing down on my IGP), it runs at over 120fps with 500 particles.

    You could try and apply the metaball effect to rojo's example.

    http://www.scirra.com/forum/viewtopic.php?f=2&t=8050&hilit=water+minecraft

    After that there's Lucids fluid dynamics plug, although I doubt it would behave much faster with sprites.

    I guess it could be adapted to use a distortmap.

  • I'm a little confused now.

    Has the Apple runner been "jailbroke", or is it that you can run any converted file?

    If its able to run any ios file then that's just bad design, especially when you consider all you need to hack a Game Maker save is notepad.

    If you can't do that, and there isn't a hack to the runner, then I don't see what Yoyo has to complain about.

    I mean you have to purchase their converter in order to submit it to their app store, correct?

    Even then they wont just let anybody who isn't "up to the standards" have their game online.

    Geez this is like a modern Greek tragedy.

    The natives are revolting, and calling them revolting wont really help.

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  • Unless you want player 2- 10 to control it, you can set that players control to be ignored using an event.

  • Wasn't he on "The Hogan Family"?

    ... as well as a one eyed Peter Pan.

    .... No relation to deadeye(ASFAIK)

  • I think its a frame rate issue, changing the collisions to box will help.

    Using overlapping at offset would be better.

    + Sprite: overlaps Sprite2 : offset (0,5)

    -> System: Add 1 to global variable 'Killed Enemy'

    -> Sprite: Set position to 500, 150

  • He's got another thread for it.

    http://www.scirra.com/forum/viewtopic.php?f=7&t=7092&hilit=maze+generator#p55595

    I think the linked version has get tile.

  • I'm not sure what the licensing agreement currently is for the actual Game Maker, but even if there was an enforceable law for products made with it, it would only apply to that program itself.

    Same goes for the exporter. The implied agreement only works for programs that are purchased from the Yoyo.

    If there was no purchase, then there was no agreement.

    Its a virtual Pandora's box. Yoyo put the box out there and somebody opened it.

    Now they want them to close it even though that's an impossibility.

    Frankly they should be looking at this differently, yes they will lose sales of their exporter, but now they will have an even larger market to sell Game Maker to.

  • [quote:2x5quxli]do you have a creative idea to create bigger maps?

    The usual method is to use the tiled background object with a repeating texture, and then place any animated sprites where they would be needed, but what your may be wanting to do may not work for that.

    As to the error...

    Might post a cap to see whats going on.

  • If its not the format then it would probably be your drivers.

    Don't know if your planning on having a transparency from a jpeg tho...

  • 200 x 200 tiles?

    That's like 40000 sprites, even if they were 1 pixel that would be way too much, especially since its animated.

    There is no set amount you can have since pc specs will vary for your players, but once you get into the thousands there will be some issues.

    Anyway I think the limits would be anywhere from 7000 to 20000 based on size.

    But you should really start think about much smaller maps. Maxing out your ram with a background wont help much with game play.

  • Top down, side view?

    The ball behavior would be the simplest for side view.

    Then the path behavior for top down.

    "distance(.x,.y, enemy.x,enemy.y)/2"

    Add node at clamp(normalrandom(radius),max +,max-) distance from the midpoint, x, or y depending on how the ship is facing, then add node at enemy x,y.

  • Actually, the array access is probably more to blame. I checked with a set pv, and it just wont accept a pv as an array.

    Dunno if that's a bug, or just beyond its scope, too bad tho, would make for an interesting way to do some level editing, etc.

  • [quote:2s81p5uo]Hell you could even use a private variable now.

    {6,8,2,8,4,2,4,8,2,9}

    That coupled with Array access would be fairly elegant.

    Actually... nope

    Cant seem to add "{", and ",", without turning it into a string.

    Curse you ampersand, I thought you were my friend!

  • If you just need an array of 10 random numbers, in a range of 1 to 10, the list box will store them for you nicely, and it will even sort them for you, alphanumerically, if you like.

    +Start of layout

    +repeat 10 times

    ->listbox add line random(10)+1

    There are quite a few data structures you can use tho...

    Hell you could even use a private variable now.

    {6,8,2,8,4,2,4,8,2,9}

    That coupled with Array access would be fairly elegant.