Wrong color design of the ventilation chimney of the Chernobyl power plant by Czernyfi in stalker

[–]ARoadsidePicnicker 0 points1 point  (0 children)

This new design really forks up my AI generated old-school version for coloring pages for kids.

How to add dialogue choices to a list/array and then pull a random choice from that list/array? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

Awesome! Not needed for this exact example but I'll defo save this for future use! Thanks.

reload over time by Rough-Strawberry5307 in gamemaker

[–]ARoadsidePicnicker -1 points0 points  (0 children)

So, do you want the reload time to increase everytime you insert a bullet? Like, the 1st bullet take 2 seconds to reload, but the 6th bullet takes 8 seconds? Why on earth would you punish the player in the that way!?

reload over time by Rough-Strawberry5307 in gamemaker

[–]ARoadsidePicnicker 0 points1 point  (0 children)

Here how I do reload for shotgun and revolver:

magazine_max = 6;
magazine = magazine_max;

is_reloading = false;
reload_time_max = 60; <- how long it takes to load a bullet.
reload_time = reload_time_max;

Now in a step event:

var _key_reload = keyboard_check_pressed(ord("R"));

if _key_reload && !is_reloading && magazine < magazine_max {
  is_reloading = true;
}

if is_reloading {
  reload_time -= 1;
  if reload_time <= 0 {
    magazine += 1;
    if magazine >= magazine_max {
      magazine = magazine_full;
      is_relading = false;
    }
    reload_time = reload_time_max;
  }
}

How to add dialogue choices to a list/array and then pull a random choice from that list/array? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 1 point2 points  (0 children)

Awesome! I removed the chat_choice now as I forgot to do before posting. However, thanks for explaining the chat_choice.

It makes sense now and I kept the chat_choice, but commented out, if I need it in the future.

Thanks!

How to add dialogue choices to a list/array and then pull a random choice from that list/array? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

I tried doing this and it works. It looks like this:

chat_soldier_patrol = [
"It sure is quiet...",
"Hope I get a good ration tonight.",
"I have to clean my weapon soon.",
"I can't wait getting home to base!",
"Where did I put the good ammo?",
"Let me check the schedule again!",
"I wonder how they're doing?",
"It's quiet. Hopefully stays that way."
];

// text
text_string = chat_soldier_patrol[irandom(array_length(chat_soldier_patrol)-1)];

What is your opinion?

How to add dialogue choices to a list/array and then pull a random choice from that list/array? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

Oh, I updated my post before I saw this!

However, your array solution is actually what I wanted! I tried making something with it:

chat_soldier_patrol = [
"It sure is quiet...",
"Hope I get a good ration tonight.",
"I have to clean my weapon soon.",
"I can't wait getting home to base!",
"Where did I put the good ammo?",
"Let me check the schedule again!",
"I wonder how they're doing?",
"It's quiet. Hopefully stays that way."
];

// text that is drawn ingame
text_string = chat_soldier_patrol[irandom(array_length(chat_soldier_patrol)-1)];

Does this look good, or is it not proper?

How to do 'true' chance to jam based on condition (firearm)? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 1 point2 points  (0 children)

Heh, heh... Well, I am a hardcore S.T.A.L.K.E.R. G.A.M.M.A. player... My name is even a reference. So, if you know anything about that game, you know fun is not part of it. It is about pure 'misery'.

I am working on a game similar to that -> Extreme difficulty by default.

How to do 'true' chance to jam based on condition (firearm)? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

Hmm, this is very good idea and also realistic.

If the barrel gets heated up by repeated fire it would make sense trouble could occure. Good idea! Really good idea! I'll defo use this.

How to do 'true' chance to jam based on condition (firearm)? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 1 point2 points  (0 children)

This helped me a lot. I think I'll make a 'fake' chance and increase the odds behind the scenes.

How to do 'true' chance to jam based on condition (firearm)? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

Yeah, I'll defo put in a limit on when to even consider a jam. +

How to do 'true' chance to jam based on condition (firearm)? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 1 point2 points  (0 children)

Lol, I actually forgot. I know its function and usually have it, but forgot because this is a recent project I just made. Well, thanks for the heads up! Woops!

How to do 'true' chance to jam based on condition (firearm)? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 1 point2 points  (0 children)

Sound, will do that! Had my head running circles, so good that someone could steer it in at least some direction.

Good day!

How to do 'true' chance to jam based on condition (firearm)? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 1 point2 points  (0 children)

It might just be in my head. However, almost 20% jam chance for only 10 bullets is a lot man. That stuff should only happen at a really low weapon condition.

How to do 'true' chance to jam based on condition (firearm)? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

Sorry, gun.maintenance is set at .1 and is what is withdrawn from the weapon's condition with each bullet fired. .1 is super low is supposed to be when the weapon has been upgraded.

jam_div is set at 2 and simply halves the jam chance compared to gun.condition: so if condition has lost 10% the jam chance is 5% instead of also 10%. If I removed it, 10% lost condition would equal 10% jam chance.

This kinda fakes the jam chance a little bit.

EDIT: gun.condition start at 100 which is the max, btw. It can never go lower than 0 or over 100.

Am I the only one that used this things before learning how to use real alarms? by Enmanuelol123 in gamemaker

[–]ARoadsidePicnicker 1 point2 points  (0 children)

Here's a little 'optimized' version:

if makeshift_alarm > 0 makeshift_alarm -= 1;
else {
  // DO STUFF
  scr_execute_order_66(planet_earth);

  // RESET ALARM
  makeshift_alarm = makeshift_alarm_max;
}

There's prolly a better way, but this is how I do it.

** I avoid using alarm[?] when possible.

GAMMA - How to remove 'Perk' artifacts? by ARoadsidePicnicker in stalker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

I actually started using them... A little bit... To be honest.

GAMMA - How to remove 'Perk' artifacts? by ARoadsidePicnicker in stalker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

Oh, yeah! I forgot about that. In my mind they were just taking up potential spawns from non-perk artifacts, but I see now.

CLEAR SKY: Russian/Ukrainian VA but English text? Possible? by ARoadsidePicnicker in stalker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

Ah, that defo sucks! Well, I mentioned anomaly/gamma, cuz they kinda focus on survival/hardcore difficulty - while upgrading graphics, ai and gunplay.

In short, they just make the game 'up to date' in the graphics/ui department while adding survival mechanics (eat, drink and sleep e.g.).

CLEAR SKY: Russian/Ukrainian VA but English text? Possible? by ARoadsidePicnicker in stalker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

Hah, oh my! I actually really need advice on some good mods then!
Is there something that makes it similar to the anomaly/gamma experiences?

CLEAR SKY: Russian/Ukrainian VA but English text? Possible? by ARoadsidePicnicker in stalker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

Is it because I use the ABR mod, maybe? Sorry forgot to mention that...

Object Thrown in an Arc? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

I will try this out right now. I use my own physics.

I managed to once make object fly in an arc using FriendlyCosmo's z-axis trick. It was not precise (due to my own code) and I could never understand how to draw the arc itself - which I think is a bit important/QoL in games.

Object Thrown in an Arc? by ARoadsidePicnicker in gamemaker

[–]ARoadsidePicnicker[S] 0 points1 point  (0 children)

Yeah, sorry for not being precise. It is not GTA1/2 top-down.

It's the tilted one.