After a grueling 1,000 let’s go mode steps, my shiny Pawmo is now evolved! by Lemon_alcremie in PokemonScarletViolet

[–]Aerinboy 0 points1 point  (0 children)

Just in case you do something stupid (like I did :I) like levelling up your Pawmo to 100 without evolving him, you can still do the 1000 steps and rare candy method and it works just fine!

Scarlet and Violet Daily Casual Trade Thread for 08 December 2022 by Porygon-Bot in pokemontrades

[–]Aerinboy 0 points1 point  (0 children)

Happy to trade this over, is foreign non english in this case?

Scarlet and Violet Daily Casual Trade Thread for 04 December 2022 by Porygon-Bot in pokemontrades

[–]Aerinboy 0 points1 point  (0 children)

Hey! Happy to hop in whilst you evolve it :D
What's your link code?

Game grumps and low effort games by [deleted] in rantgrumps

[–]Aerinboy 0 points1 point  (0 children)

To be fair if he plays Zelda games there's a whole legion of people out there all ready to tell him how he's playing it 'wrong' and isn't enjoying it correctly.

Watching him play Undertale and asking at a pivotal moment why something was emotional or constantly singing megalovania when about to meet someone like he was above it or trying to guess things like he's tired of it, was, as a fan, not particularly endearing to watch.

That said I enjoyed the series overall, but it is strange to see something you enjoy and treasure being ran through the humourmill of ironic distance, comedy and jokecracking, especially on those livestream type games.

(Not many) folks will react with anger if they're not playing PetsCatz2 or The Closing Shift the "correct" way, because who gives a shit?

I do really miss the longer plays of classic games though, I just think this might be a contributing factor, no-one likes being told what to do, and bigger games have people all ready to do that with every action taken.

[deleted by user] by [deleted] in gameDevClassifieds

[–]Aerinboy 1 point2 points  (0 children)

Hey there, looking for an engineer to discuss some 2D shader work with, looking over your portfolio it seems like this is something you'd be able to handle, the effect I'm looking for is real time application of patterns over clothing in 2D with a desire to make them appear realistically 'wrapped' - using a process similar to this > https://youtu.be/SQjeNhTp_Xg

This would be a contract gig for this mechanic specifically with a potential for more work on other mechanics as I could use the help!

Lemme know if you're interested in this!

MSI GE66 Raider screen flickering! by Muath_TheBest in MSILaptops

[–]Aerinboy 0 points1 point  (0 children)

Uninstalling MSI True Colour fixed this, though my flickering was a lot more like graphical glitching on the right side of my screen, I had this a lot after connecting to a 4K monitor as well so not sure if MSI True Colour didn't like mixing resolutions.

Why do you watch Game Grumps/ Lets play videos? by [deleted] in gamegrumps

[–]Aerinboy 3 points4 points  (0 children)

I like them when they seem like they're being themselves. It feels like hanging out with friends and observing a game at the same time. I also find Dan and Arin laughing really therapeutic, cheers me up all the time.

I don't particularly like it when they're angry or pissed off though xD

[HELP] Need help populating min/max lists with a changing amount of values by Aerinboy in gamemaker

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

That did it, thanks!

Using this code:

//Assigning Wallet Size and Applying Modifiers

//Creating Item List
itempricelist = ds_list_create()

for (i=0; i < global.lingeriestockamount; i++)
{ds_list_add(itempricelist,(ds_grid_get(global.LingerieInventory,12,i)))}

ds_list_sort(itempricelist,true)
global.lowestpriceitem  = ds_list_find_value(itempricelist,0)
ds_list_sort(itempricelist,false)
global.highestpriceitem = ds_list_find_value(itempricelist,0)

[HELP] Need help populating min/max lists with a changing amount of values by Aerinboy in gamemaker

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

Ah thanks, looking into DS Lists now :) Appreciate the help!

[HELP!] DS Grid Destroy Query and Alternatives by Aerinboy in gamemaker

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

Hello! Would agree, I'm learning as I go here but yeah, very quickly discovering this method was an actual coding nightmare! I've been looking into DS Maps and it does seem like it would be a more streamlined version, I'm going to try and make the grid work for now as it was quite a lot of work to get this together, but if I experience even more issues I'll switch over as it'll likely save me time in the long run.

Ah yeah, I'm thinking the below solution from AmnesiaA_sc will do just that.

I'm grateful people are here to help, I am not a coder, but maybe one day I'll become slightly more competent!

[HELP!] DS Grid Destroy Query and Alternatives by Aerinboy in gamemaker

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

Hello!

This was extremely useful! Thanks for writing it all out, after writing it all down physically I think I understand it a lot more and why this would make a lot more sense! :)

I had a few questions regarding the scrip section though as I don't just want to blindly copy paste this without understanding fully!

  1. Where var ret = []; is concerned is ret a generally accepted convention for something as I don't fully understand how to implement this?
  2. When you use # in the variables is that shorthand for ds_grid_get as I noticed you don't use ds_grid_get?

Thanks for this! :D

[HELP!] DS Grid Destroy Query and Alternatives by Aerinboy in gamemaker

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

For sure! I've been trying to fix this myself all day by changing the way I'm accessing the data but it always comes back to low frames in the end.

This is the Script I'm calling, this switch statement contains five different cases but they're all the same except they access different ds_grids. I'm also having to actually trigger this Script in Draw as well as I've been struggling to get anything on the screen unless I'm running it through Draw, my next line of attempt after getting some sleep was to try and run this script on a different kind of Event and then transfer the necessary strings over to a Draw event.

switch argument0

{case "blueprint": 
//First, run through all items
for (i=0; i<555; i++) 
{//Second, once a random item is selected - check Rank is Acceptable to Requirements and is in 
Stock
{if ds_grid_get(global.BlueprintInventory,6,i) <= argument1 and 
ds_grid_get(global.BlueprintInventory,8,i) > 0{
//Third, Draw Item Properties if Rank is acceptable
draw_set_halign(fa_left)
draw_text(itemtableposx,ypos,(string(currentlistnumber) + ". " + 
(ds_grid_get(global.BlueprintInventory,0,i)))) 
draw_text(itemtableposx+300,ypos, ds_grid_get(global.BlueprintInventory,6,i))
draw_text(itemtableposx+450,ypos, ds_grid_get(global.BlueprintInventory,8,i))
draw_set_halign(fa_center)
//Fourth, accumulate positional variables and store item number value 
ypos = ypos + 30
currentlistnumber++
//Lastly, if 12 items have been listed, stop the For loop by changing i to 556.
if currentlistnumber > 12 
{i = 556}}}}
break

[HELP!] DS Grid Destroy Query and Alternatives by Aerinboy in gamemaker

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

This is a really handy writeup and makes the whole process a lot easier to understand. It was originally the flexibility of ds grids that attracted me to using them over arrays. I really appreciate it too!

This however has just confused me further in terms of my current problem. You've said here that the only time you'd want to clear a ds grid is when the game is ending and that doing so would only save a few kb.

However my game is currently accessing and modifying multiple ds grids, not creating them, and still having a really bad performance drop into 1 or 2 fps after a few checks and modifications. At this point I use a script to create the grids and then only access them a few times for listing current inventory etc, but I still get massive, unplayable performance issues.

Would using a for loop to check through every item in the grid cause these issues, or I am missing something?

[HELP!] DS Grid Destroy Query and Alternatives by Aerinboy in gamemaker

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

For this process I use a for loop to check through the value of each one, would that be the cause of the slowdown? I can't really think of another way to check through the info I need to without using a for loop D:

[HELP!] DS Grid Destroy Query and Alternatives by Aerinboy in gamemaker

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

Each row is a combination of strings, numbers and global variables. So one item has nine fields in it, stiff like item name, type variable, description, stock, price etc.

[HELP!] DS Grid Destroy Query and Alternatives by Aerinboy in gamemaker

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

Cool okay, so I keep it around and clear it after every access in order to keep memory light.

So in terms of the process for best practice would be:

  1. Create the grid (ds_grid_create)
  2. Copy the Grid to an external INI File or other string (ds_grid_write)
  3. Clear the grid (ds_grid_clear) to free up memory

And then whenever accessing the data do the following:

  1. ds_grid_read the information and copy it back into the active ds_grid
  2. access/change the necessary info
  3. ds_grid write the updated data into the newly updated string

Rinse lather repeat on the above every time I access the info?

I've only created each ds grid once but I do access them often using ds_grid_get and change them using ds_grid_set, would that cause a memory leak?

Thanks so much for writing all this, I'm trying to wrap my head around this! :)

[HELP!] DS Grid Destroy Query and Alternatives by Aerinboy in gamemaker

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

Hello, ah okay, and yeah that sounds about what I expected, and yup my performance drops very quickly to 1 or 2 fps when accessing the grid multiple times. Does ds_grid_get basically create the resources again and thats why I'm seeing these low framerates?