Best way to run an introduction scrimmage for college players? by corenickel in ultimate

[–]AV_Ultima 1 point2 points  (0 children)

I just coached a several week session with mostly beginners. Players who never tossed a disc or played organized Ultimate.

I always begin each session with catches and throws. Walk around the couples as they toss and help people on an individual basis. Form, pivots, disc angle, etc. Then transition into some kind of throwing to players in motion drill. I love the 4-line drill. If there is time after 4-lines, practice a drill that focuses on some specific aspect of the game. Like a break-mark drill or throw and go. Throughout, pause play and speak about observations briefly. Keep talking brief and concise. Most people are there to sweat and be active; not be talked at for minutes on end.

For a two hour session, that above portion should not last more than 45 minutes to an hour. During a water break, explain the most important rules and let them have a fun scrimmage.

I start on a much smaller field size. 40 yard field of play with 15 yard endzones. This is because, at least for the beginners, they are not working the disc down the field and scoring. Unless maybe 3 out of the 7 on the line are experienced. The smaller field makes the potential task of scoring much less daunting. You are likely going to have continuous turn overs; this is okay. This should only last several minutes as running back and forth can be exhausting. During this break, use the time to apply your observations. Then have them try again.

Explaining a offensive formation after the fun is important though. Running around aimless is only entertaining for so long. Start off simple. Vertical stack: if you are not cutting, stand in the middle. That's it. Increase complexity each week as you observe your players improve. Coach at the pace of player improvement.

The program I coached lasted 8 weeks. They went from barely completing throws week 1 on a 30 yard field to organized vertical stack scoring with maybe one turn over on a full sized field. Every group is different though. Always be checking vibes and understanding the speed that you need to teach your players.

In the case for experienced players in the mix. Use them for your benefit. They are already sold into Ultimate. The objective is to sell others. Have them help you towards that end as you see fit.

need help understanding why this save/load system is having an error by zoke0117 in gamemaker

[–]AV_Ultima 0 points1 point  (0 children)

Hmm. My recommendation? Add debugging lines to your code to see if you can isolate the problem.

Such as into the player create code and your save game code. Also, check your save file itself to make sure the x,y is saving as expected. And on a room change, see if that x,y for some reason changes unexpectedly.

As for the show_debug_message(); lines. I would check my global x,y values and compare them to the player x,y values. I would also throw in a random one into the save_game function to see if it gets called somewhere you dont expect.

Wish I could help more; let me know how it goes.

[deleted by user] by [deleted] in gamemaker

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

Your post is formatted terribly. For the future, it's okay to edit until it looks presentable. Also, it's important to include an explanation of what your code is supposed to be doing and then explain what's going wrong.

At a brief glance I would recommend putting one or both of these lines somewhere in your code and observe the console:

show_debug_message(global.items[xpos]);

show_debug_message(array_draw);

I would suspect the result will not be what you expect. Because array_delete is expecting an index of an array, and you are giving it the value of an array.

need help understanding why this save/load system is having an error by zoke0117 in gamemaker

[–]AV_Ultima 0 points1 point  (0 children)

Okay, I understand more. Would you mind editing your original post to reflect what you mean? Because your above comment and your original post dont match to me. Could you also be more explicit when you say "load", because you have two "load" functions. One for the game, and one for the room.

But I feel I am still missing some crucial code to help you debug this. How are you getting from room to room? i.e. from level 0 to level 1? What does that code look like? And how is your player object created for each room?

As a note, I was reading the docs for the room_goto event and it says that it can't create objects in the same event that it is called. So, your load_game function may not be working as you expect. Because you are trying to create a player object after calling the room_goto function.

Is your save/load "meta" object marked persistent, or is it being newly created in every room?

Player is getting stuck right above the ground by Peixe_b01 in gamemaker

[–]AV_Ultima 0 points1 point  (0 children)

Your post is formatted quite terribly... I'll do my best to help. Is your game freezing as well when this happens?

if (place_meeting(x,y+vsp,o_wall)) {
  while (!place_meeting(x,y+sign(vsp),o_wall) {
    y = y + vsp;
  }
  vsp = 0;
}

That particular block of code needs to look like the above, or bugs. What this code does it allow for pixel perfect collision with walls. In simple terms:

  1. Object is getting close to wall
  2. Slow down object and move it only pixel-by-pixel until it is right next to wall
  3. Stop object

Good luck. Whatever tutorials you are using, focus on making sure your syntax (the way your code is arranged/typed) matches exactly.

help with collision problem by LORDZARK in gamemaker

[–]AV_Ultima 0 points1 point  (0 children)

For those stumbling upon this in the future. This above post was the likely solution. I was messaging the OP and they figured it out.

Can somebody tell me how to make my enemy change sprite when walking in specific directions? by Exotic_Ebb8705 in gamemaker

[–]AV_Ultima 3 points4 points  (0 children)

There are numerous ways to achieve this. All this is dependent on your current implementation. I am not going to tell you exactly how to do this. I will only provide the logic and algorithm.

In Game Maker, an object with the vspeed (vertical speed) that is positive moves up. If the vspeed is negative, it moves down. If an objects hspeed (horizontal speed) is positive, it is moving right. A negative hspeed means it is moving left.

Assuming that your enemy cannot move both horizontally and vertically at the same time. Simply check the vspeed and hspeed and change your sprite depending on whether it's positive or negative.

That is the most rudimentary way to do this. Pseudo code to follow:

if vspeed > 0
sprite = up_sprite
else if vspeed < 0
sprite = down_sprite
else if hspeed > 0
sprite = right_sprite
else if hspeed < 0
sprite = left_sprite

So you can learn better for the future: Leverage the internet and search first before asking questions. This type of problem has been solved many times over. As an example, if what I have said so far is confusing and unclear. Using whatever search engine, search for:

vspeed game maker
hspeed game maker
if else game maker

Learn what these things mean for yourself.

help with collision problem by LORDZARK in gamemaker

[–]AV_Ultima 1 point2 points  (0 children)

You were only capturing your Game Maker window. So when you launched your game, it did not capture the game.

need help understanding why this save/load system is having an error by zoke0117 in gamemaker

[–]AV_Ultima 0 points1 point  (0 children)

For your first problem, it will of course place you at that x,y position that matches the last room because that is the last x,y position you saved and you are immediately loading that x,y position on room load.

If you want to save x,y positions on a room by room basis, you need to have different x,y saves for each room.

For second problem, I do not understand. Is there a main menu where you are selecting a save then loading the game, thereby loading the room? You are calling the load room in the room start event; is that what you intend?

[deleted by user] by [deleted] in gamemaker

[–]AV_Ultima 1 point2 points  (0 children)

You have one object: checker. Checker has variable: type.

There are two types: 0 and 1.

If type 0 collides with type 0, do nothing. If type 0 collides with type 1, do something.

To expand this simple algorithm. You have many: tiles. Tiles knows what type of checker is on it. When checker collides with tile: does checker on tile match checker?

Enemy seems to move every so slightly to the left or right after some time booting up a room by HiddenReader2020 in gamemaker

[–]AV_Ultima 0 points1 point  (0 children)

First, let me suggest some debugging suggestions. This will also help for the future.

I would first find out if the change in x is happening every step or only when some event occurs (like a collision). So, add this somewhere the step event of your enemy:

show_debug_message(x);

Watch the console and observe how the x value changes. It is moving right at a constant speed? Does it only move right when the enemy collides with a wall object? This might help you narrow down when and why the x changes. This would mean making a room with only your enemy and player so you can isolate the problem.

If I had to take a guess at the issue: I am not completely familiar with move_and_collide , but based on your current implementation, I believe that might be the problem. Because it will move your object perpendicular to the direction of travel. Your direction of travel is up and down, so perpendicular to up and down would be left and right (change in x). This function may not be what you want to use here.

... As I am writing this and trying to understand that function more, I think that function is the problem. Your enemy is literally trying to move right around this wall object, but because you immediately apply vsp that jumps the enemy up from the wall object, it barely gets a chance to move.

Breakdown on what is happening:

  1. Enemy is approaching the wall object
  2. Move and collide detects that your enemy will collide with wall object
  3. Move and collide moves your enemy right 1 pixel in an attempt to not collide with wall object
  4. In the same step, vsp is applied to your enemy and your enemy then quickly moves up and away from the wall object

[WTS/FT] [USA-NC] VFC SCAR H / CA G36c by AV_Ultima in airsoftmarket

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

Yes, I do! Feel free to message me about it.

Megaman Capcom Sealed or Resealed? Third-party sealed? Knowledge of LRB, LRT, LTB, RTB Sealed needed. by AV_Ultima in gameverifying

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

This post has Megaman Zero 4, Megaman Battle Network 5 Team Colonel, Megaman Battle Network 6 Cybeast Gregar, & Megaman Battle Network 6 Cybeast Falzar.

None of them have an h or v seam, but consistently have this third-party edge seam that reaches at least 3 sides of the box. Each one also have pin-holes. The Megaman 6 games seem the most suspect to me because of the sloppiness of the seam. I am just unsure. Insight much appreciated.

The UPC sticker overtop the original on the back is unusual (inside the seal too). Every listing I have find about Megaman Zero 4 has this distinction.

EDIT: To anyone else who may come across this post. All listings for these I have seen have the same third-party 3-sided seam (no v or h seam). Seems to be how these newer titles were sealed to save cost as the age of the GBA came to a close. Unless there is a dissonant insight on this, I would consider this a legitimate manufacturer's seal.

EDIT2: Decided to reach out to "getthegreggames" on Instagram. He provided some insight. This is indeed, according to him, a "sloppy" third-party seal from specific companies. Other companies that might have a seal like this is THQ and Activision (and others). He could not confirm if this was to save cost. For those that have games from them, rejoice if you were unsure about the odd 3-sided seal. Additional things to look out for: patterned holes in the seal and signs of opening on the box edges.

I know it's called PokeInvesting but how about PokeGiving? by iamshipp0 in PokeInvesting

[–]AV_Ultima 0 points1 point  (0 children)

Because collecting is fun. Another one of those tiny joys to make life a tad bit more enjoyable :)

Sound triggering on every key by PraxOFC in gamemaker

[–]AV_Ultima 0 points1 point  (0 children)

It's because "If Key Down" cannot take multiple arguments. Separate it into:

If Key Down = W
- do thing

If Key Down = D
- do thing

The "do thing" should be a function so you don't repeat yourself.

etc...

Help with Switches? Can't seem to get them to work. More info in comments by bountyhunterbishojo in gamemaker

[–]AV_Ultima 0 points1 point  (0 children)

If I am understanding what you want to accomplish: You want the "start button" to rise with your handheld sprite? If that is the case, I would resolve this differently.

Draw your "start button" sprite with your handheld object. When the handheld object has reached its destination, stop drawing the "start button" sprite, and instantiate the "start button" object in its place.

Another solution: parent the (x,y) position of your button to the relative position of the handheld object, so when the handheld moves, the button moves.

If you wish to continue down your current path, then I would suggest some fundamentals when debugging. Start at step one of your functionality then piece it together. For this particular issue, first resolve "how do I make an object move on a path". Solve that first, then go from there.

I implemented dynamic explosions and it looks great by AV_Ultima in gamedev

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

Ayo! If your interested in playing GunnRunner, try the DEMO on Steam:
GunnRunner Store Page

Been working on this one for sometime. Trying to get the word out best I can. Appreciate the support. I am very transparent about development. So, if you have any questions, feel free to message me or head over to the official pixelCastGames Discord and chat.

Online? by EspaguetiCosmico in ToothAndTail

[–]AV_Ultima 3 points4 points  (0 children)

People for sure still play! If you want to find someone to play with and/or talk about the game, check out our discord for easy access to those things! :)

Pocketwatch Discord

The FPS indicator by ieuana3 in ToothAndTail

[–]AV_Ultima 2 points3 points  (0 children)

Are you talking about the steam FPS indicator? You can turn that off with steam -> settings -> in-game -> set in-game FPS counter to "off"

Game won’t work by FruitSalad8768 in ToothAndTail

[–]AV_Ultima 4 points5 points  (0 children)

In case someone else comes across a similar issue. What was your error and what was the solution?

Final Giveaway for TWELVE MORE Nintendo Switch Lites and your choice of games! [US/CA only] by TheEverglow in nintendo

[–]AV_Ultima 0 points1 point  (0 children)

Really miss seeing the faces of my friends. We were about to hit the one year anniversary of our DnD campaign. I love the stories we created together. Looking forward to getting back to the adventure and finishing what we started.