Damn, I love to just sit around and code shit in GMS but I can never actually think of anything interesting to code and even when I do I tend to give up at a point because I absolutely suck at coding. It's super annoying.
My games going to be in next weeks groupee bundle kinda hyped.
[QUOTE=IntenseBarney;50033313]Damn, I love to just sit around and code shit in GMS but I can never actually think of anything interesting to code and even when I do I tend to give up at a point because I absolutely suck at coding. It's super annoying.[/QUOTE]
The best way to get around that is to start small, define the projects you want to make, and make yourself finish them. Eventually your work tolerance will grow and you'll be able to finish huge projects.
Pretty much anything worth making will take time. It's a discipline more than an inborn skill.
[QUOTE=chimitos;50034425]The best way to get around that is to start small, define the projects you want to make, and make yourself finish them. Eventually your work tolerance will grow and you'll be able to finish huge projects.
Pretty much anything worth making will take time. It's a discipline more than an inborn skill.[/QUOTE]
I actually find it most fun to just build on top of little experiments that I do but I always hit a point where there's nothing else I can think of to really do with it. Take for example [URL="http://combine12.github.io/gmktest/"]this test[/URL]. It started out purely as a test for exponential movement and collision but I found myself adding features until it eventually turned into the potential framework for a game, but I can't actually think of anything I could do with it. It's purely mechanics and nothing else. (the mechanics aren't even that good either)
Decided to give the itch.io LOW REZ Jam a go. Pretty happy with how the road system came out. More to come.
[img]http://i.imgur.com/XJBjEYl.gif[/img]
I'm starting to understand how Shaders work
[vid]https://u.pomf.is/iqpznt.webm[/vid]
I'm curious about Game Maker. I have a few questions, but only this one comes to mind right now.
Game Maker requires a bit of coding. I expect that. But is it difficult? Or no different from placing words on the sides of your posts in forums and the like?
For example, does [sp]spoiler[/sp] tag count as code?
Is there some place where I can learn about coding in detail? Or is it a subject so vast it requires extensive lessons to be taken to comprehend it?
[QUOTE=Nitro836;50105273]I'm curious about Game Maker. I have a few questions, but only this one comes to mind right now.
Game Maker requires a bit of coding. I expect that. But is it difficult? Or no different from placing words on the sides of your posts in forums and the like?
For example, does [sp]spoiler[/sp] tag count as code?
Is there some place where I can learn about coding in detail? Or is it a subject so vast it requires extensive lessons to be taken to comprehend it?[/QUOTE]
As an artist first and a coder second, I find Game Maker very easy and understandable. Once you learn how functions and events work together it's easy to prototype and test something quickly.
I wouldn't call spoiler tags code exactly, but it resembles the syntax you might use while coding. For example:
[CODE]if health <= 0 {
instance_destroy();
}[/CODE]
Would destroy the object when the variable 'health' reaches 0 or below. Those two brackets ({}) follow your 'if' statement and contain what should happen if it's true.
If you're interested I'd suggest looking up example projects as well as the [URL="https://docs.yoyogames.com/"]documentation.[/URL]
[QUOTE=Nitro836;50105273]I'm curious about Game Maker. I have a few questions, but only this one comes to mind right now.
Game Maker requires a bit of coding. I expect that. But is it difficult? Or no different from placing words on the sides of your posts in forums and the like?
For example, does [sp]spoiler[/sp] tag count as code?
Is there some place where I can learn about coding in detail? Or is it a subject so vast it requires extensive lessons to be taken to comprehend it?[/QUOTE]
Hit me on steam, I'll teach you everything you gotta know.
GML as a whole is very simple, it is aimed at both amateurs and professionals alike.
I want to try making some sort of bird view thing where objects can be interacted with for now. I love games that allow you to inspect almost everything and get sometimes humorous comments.
Hey, just wanted to let everyone know that the [URL="http://www.gm48.net"]gm(48)[/URL], which is /r/gamemaker's community game jam, is next weekend.
it starts Saturday, April 16th at 00:00 GMT. you can vote for the theme [URL="http://www.gm48.net/theme/vote/"]here[/URL].
we had 49 games last time, and i can highly recommend participating if you're new to GameMaker, as it is wonderful motivation to learn.
Working on an action RPG system, procedural item generation (including item material), level generation and AI.
Also making it as modular as possible to speed up development.
[vid]https://dl.dropboxusercontent.com/u/24357560/rngrpg.webm[/vid]
After recording this I noticed that coins show their name when moused over, something I didn't intend to happen but works well anyway.
[QUOTE=Kaelazun;50110651]Working on an action RPG system, procedural item generation (including item material), level generation and AI.
Also making it as modular as possible to speed up development.
[vid]https://dl.dropboxusercontent.com/u/24357560/rngrpg.webm[/vid]
After recording this I noticed that coins show their name when moused over, something I didn't intend to happen but works well anyway.[/QUOTE]
Thats really cool
Finally got an idea of something I could make and got a prototype working, I've sent it to a couple of friends and they seem to enjoy it so far. Makes me quite enthusiastic to make it.
[URL="http://webm.land/media/LG7S.webm"]webm (fucking massive)[/URL]
Added a basic version of my spell system, it's kind of like the one in Path of Exile, but you can have duplicate modifiers.
Also saving/loading and consumable items.
[vid]http://dl.dropboxusercontent.com/u/24357560/spells.webm[/vid]
Is this a good system for someone with very little (let's say no) experience programming? Can someone help me out?
[QUOTE=Exigent;50177540]Is this a good system for someone with very little (let's say no) experience programming? Can someone help me out?[/QUOTE]
There's a lot of drag and drop options you can use but I'd definitely recommend learning the basics of programming simply because it allows you to explore your ideas with better control
[QUOTE=NiandraLades;50177814]There's a lot of drag and drop options you can use but I'd definitely recommend learning the basics of programming simply because it allows you to explore your ideas with better control[/QUOTE]
I took a class that taught us basic java and C# for 3 years if that would help. I kind of remember most stuff.
[QUOTE=Exigent;50178076]I took a class that taught us basic java and C# for 3 years if that would help. I kind of remember most stuff.[/QUOTE]
youll be 100% fine
and its free if u wanna just try it out anyway
ive got super basic programming experience and GM is easy as fuck
[editline]21st April 2016[/editline]
its also super lenient when it comes to style
white space is like totally freeform and semi colons are optional
lots of other shit too, but basically, it allows u to program similar to most languages
[QUOTE=Wingz;50178189]its also super lenient when it comes to style
white space is like totally freeform and semi colons are optional
lots of other shit too, but basically, it allows u to program similar to most languages[/QUOTE]
It's a little [i]too[/i] lenient, which is one of my issues. The most criminal thing: single equal comparison in if-statements. And lack of parenthesis needed for if-statements.
That said, GML does its job and is very easy to learn. The documentation is one of the best I've ever seen.
[QUOTE=KillerJaguar;50178393]It's a little [i]too[/i] lenient, which is one of my issues. The most criminal thing: single equal comparison in if-statements. And lack of parenthesis needed for if-statements.
That said, GML does its job and is very easy to learn. The documentation is one of the best I've ever seen.[/QUOTE]
love its documentation
real to life examples help too
This is a really simple question, but how do I get what room I'm in? I want to say 'if room is equal to this then do that else...'
I tried:
[code]
if room_get_name(room) != Main_GameRoom
[/code]
but it seems to think that every room is called that. I've got this code in the create event of a persistent object, if that helps
[QUOTE=NiandraLades;50231100]This is a really simple question, but how do I get what room I'm in? I want to say 'if room is equal to this then do that else...'
I tried:
[code]
if room_get_name(room) != Main_GameRoom
[/code]
but it seems to think that every room is called that. I've got this code in the create event of a persistent object, if that helps[/QUOTE]
room_get_name cant be used to reference the room directly
combine it with asset_get_index to do that
something like this probably
[code]roomvariablething = asset_get_index(room_get_name(room))
if roomvariablething != Main_GameRoom { kill_urself() }[/code]
[QUOTE=NiandraLades;50231100]This is a really simple question, but how do I get what room I'm in? I want to say 'if room is equal to this then do that else...'
I tried:
[code]
if room_get_name(room) != Main_GameRoom
[/code]
but it seems to think that every room is called that. I've got this code in the create event of a persistent object, if that helps[/QUOTE]
[code]
if (room != Main_GameRoom) { /* do stuff */ }
[/code]
You don't need to get the name of the room unless you're doing something different. Like all other assets, you can reference them with just their name.
Anyone using the YYC had issues with saving and loading ini files? I'm using ini files for game saves, and if I create one with the YYC version it fails to see sections of the ini file when reading. The weird thing is that if I manually check the file it looks fine, I can't see anything wrong with the section it ignores.
Even switching to the non-YYC version and trying to load the seemingly okay file it still fails to see the same section. So it looks like its creating some kind of problem when saving the file rather than loading.
Anyone ever seen anything like this or have any idea whats causing it?
I've wasted way too many hours trying to fix this and gotten pretty much nowhere.
[QUOTE=Sukor;50396778]Anyone using the YYC had issues with saving and loading ini files? I'm using ini files for game saves, and if I create one with the YYC version it fails to see sections of the ini file when reading. The weird thing is that if I manually check the file it looks fine, I can't see anything wrong with the section it ignores.
Even switching to the non-YYC version and trying to load the seemingly okay file it still fails to see the same section. So it looks like its creating some kind of problem when saving the file rather than loading.
Anyone ever seen anything like this or have any idea whats causing it?
I've wasted way too many hours trying to fix this and gotten pretty much nowhere.[/QUOTE]
Could you post a snippet of the code blocks that are having problems reading/writing to .ini files and also the contents of the .ini file itself?
[QUOTE=Gamaz;50396957]Could you post a snippet of the code blocks that are having problems reading/writing to .ini files and also the contents of the .ini file itself?[/QUOTE]
Here's a file that fails to load the 'map_features' section.
Fair warning, it's pretty big.
[url]http://pastebin.com/KZSbQNmM[/url]
Here's the relevant save code. It's kind of sloppy. I need to go through and clean it up, but it works fine when not using the YYC.
[url]http://pastebin.com/FG0BCdz6[/url]
Here's the section of the loading code where its failing to find the 'map_features' section.
[url]http://pastebin.com/jgUNYHDW[/url]
This debug message goes off so it's not even able to find the section.
[code] if !ini_section_exists("map_features")
show_debug_message("Error, couldnt find map_features section");[/code]
Maybe I'm missing something simple thats causing it but any help would really be appreciated.
[QUOTE=Sukor;50397219]Here's a file that fails to load the 'map_features' section.
Fair warning, it's pretty big.
[URL]http://pastebin.com/KZSbQNmM[/URL]
Here's the relevant save code. It's kind of sloppy. I need to go through and clean it up, but it works fine when not using the YYC.
[URL]http://pastebin.com/FG0BCdz6[/URL]
Here's the section of the loading code where its failing to find the 'map_features' section.
[URL]http://pastebin.com/jgUNYHDW[/URL]
This debug message goes off so it's not even able to find the section.
[code] if !ini_section_exists("map_features")
show_debug_message("Error, couldnt find map_features section");[/code]
Maybe I'm missing something simple thats causing it but any help would really be appreciated.[/QUOTE]
I think it might have something to do with all the entries having "&" inside the variable names, as it's used as the "and" operator. If something to space out the numbers is absolutely necessary try using an underscore instead.
And are you sure you want to use .ini files as save files? There is a function that allows you to save data to an encrypted file (though I can't remember the function right now) which might be better than human-readable format, though if you really don't mind that the .ini file works too.
Also as a side note; "#" can be used to create new lines when drawing text instead of having awkward new lines in the code, but feel free to use whichever you prefer as both work fine and using the symbol is mostly to tidy up code.
[QUOTE=Gamaz;50397261]I think it might have something to do with all the entries having "&" inside the variable names, as it's used as the "and" operator. If something to space out the numbers is absolutely necessary try using an underscore instead.
Also as a side note; "#" can be used to create new lines when drawing text instead of having awkward new lines in the code, but feel free to use whichever you prefer as both work fine and using the symbol is mostly to tidy up code.[/QUOTE]
Funny that you mention that last part, because while going over this I noticed that the info_log string was being put on multiple lines and I was pretty sure I used '#' for new lines. Sure enough.
Working save:
[code]info_log="The day is born.#Game Saved#Game Saved"[/code]
Broken save:
[code]info_log="The day is born.
Game Saved
Game Saved"[/code]
Putting it back to the first format fixes the save. So for some reason YYC replaces '#' with a linebreak when writing to a file and that was causing the issue.
Stupid, but probably easy to work around.
Thanks for the help, I probably never would have noticed this without going over all of this to upload it.
[QUOTE=Sukor;50397359]Funny that you mention that last part, because while going over this I noticed that the info_log string was being put on multiple lines and I was pretty sure I used '#' for new lines. Sure enough.
Working save:
[code]info_log="The day is born.#Game Saved#Game Saved"[/code]
Broken save:
[code]info_log="The day is born.
Game Saved
Game Saved"[/code]
Putting it back to the first format fixes the save. So for some reason YYC replaces '#' with a linebreak when writing to a file and that was causing the issue.
Stupid, but probably easy to work around.
Thanks for the help, I probably never would have noticed this without going over all of this to upload it.[/QUOTE]
Haha yeah, you have more experience than me and after reading the code again I understood that reading parts of the variable then piecing them back together as a whole can circumvent variable limitations, which is pretty smart. After that I ended up getting stuck in the same position you were in. I've used .ini files a lot before so I'm kinda dumbfounded I made a comment about new lines yet still overlooked the possibility of new lines breaking the file.
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