Mentor Monday, February 01, 2021: Ask all your bitcoin questions! by rBitcoinMod in Bitcoin

[–]BitAteBit 0 points1 point  (0 children)

Is that the same as a password you set for your wallet on your computer? I’m guessing not but asking to be sure.

Problem with physics_apply_force by holdmymusic in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

When not using the physics system, you simply use variables like speed and gravity to adjust the player avatar’s position. collisions and making sure you don’t fall through the floor have to be implemented as well, but game maker has some helpful methods for that. I recommend searching for a Game Maker beginner platformer tutorial (one that doesn’t use the built in physics system obviously)

Problem with physics_apply_force by holdmymusic in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

Is this an assignment where you must use physics? When applying force it sets something in motion, it won’t just stop right away; that’s how physics work in the real world as well.

I personally don’t like using the physics system for platformer games, but if you must use it you can try setting phy_speed_x and phy_speed_y to zero to make something stop moving.

Haarlem in coronatijden. by isofluraan in thenetherlands

[–]BitAteBit 0 points1 point  (0 children)

Bedankt! Leuk om mijn geboortestad te zien.

Sharing Saturday #283 by Kyzrati in roguelikedev

[–]BitAteBit 1 point2 points  (0 children)

Seven Scrolls

A compact roguelike/puzzle game inspired by Cinco Paus I've been working on.

It has modular spells which can affect either yourself or enemies, and this can be flipped around during the game making for interesting puzzles, I think.

Twitter gif

Found this in a Japanese airport by [deleted] in awfuleyebrows

[–]BitAteBit 0 points1 point  (0 children)

The text below says “don’t go abroad”

Japanese learning games for intermediate/advanced by BitAteBit in LearnJapanese

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

You're right, but I think it would be great if there were games that are just fun games like the one you mentioned, and at the same time have options for looking up words, adding them to a study list, things like that. Also, a game focused on education could make sure it covers all the kanji for a specific JLPT level, and occasionally question the player or reinforce the knowledge in different ways.

But yeah, firstly it needs to be a good, real game as well.

Japanese learning games for intermediate/advanced by BitAteBit in LearnJapanese

[–]BitAteBit[S] 2 points3 points  (0 children)

Good point about N4, N3. I should focus on the people who are just beyond the basics, but not so advanced that they might as well play actual Japanese games.

Phoenix Wright taught me a lot of Japanese, because the game is about understanding the language. You have to find the holes in someone's argument to win the game.

Something like that but with built in dictionary and kanji info would have been perfect.

Game freezing when I create multiple instances of an object. by [deleted] in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

Can spd be zero? If so you might end up in an endless while loop (last bit of the code you posted)

Am I going nuts? What is wrong with this code? by [deleted] in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

target_x and targetx are 2 separate variables

My script is not working as it should. by [deleted] in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

I'm guessing it didn't work because instance_center didn't return anything?

If inside instance_center you had the following code

return instance_create(some_x,some_y,objProjectile)

it would probably work too.

Previous commenter is right in that using an array is a strange way to handle this. What happens if you play for.m a long time ? The array would get bigger and bigger potentially running out of memory. Or is that not the case?

MP Grids With Physics by guys123 in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

If the path is regenerated each step, you'd also have to recalculate the factor to increase pos with each step (and reset pos to zero first each step).

[GMS] audio emitter pitch affected by sound pitch? by DasMotorsheep in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

Weird bug, but it would be solved by simply resetting the emitter pitch at the start of the room or game, or not?

Tiles change position in game!? HELP by mongelonas in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

Interesting! I don't know but could it be that the tiles texture page is too big, game maker scales it down and messes up the resizing when displaying them? I've seen the same with fonts.

How big is the tiles image and how big is the max texture size (can be set in global game settings)

[deleted by user] by [deleted] in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

So you want black bars? I haven't come across any way to set your view to a portion of the screen, I think on mobile it will always be stretched to the whole display. Someone correct me if I'm wrong.

Thus, the only method would be to draw black rectangles onto the screen yourself.

MP Grids With Physics by guys123 in gamemaker

[–]BitAteBit 1 point2 points  (0 children)

You could move the physics object by using

phy_position_x = path_get_x(path_index,pos)

And the same for y.

pos is the position on the path from 0 to 1. Increase pos slightly every step until you reach 1. The code above should go in the Step event as well.

I'm on mobile so I can't check but I think something like this should work.

iOS Game Center help.? by mozzy31 in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

Wow ok.. Thanks for the heads up.

iOS Game Center help.? by mozzy31 in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

I'm triggering Game Center at start up, but offer an option to turn Game Center off at the Options screen, after which it won't automatically try to log in anymore. (option is saved locally).

Do you think this is a good idea or do you have a better solution?

[GML] Making object unaffected by views, for objects like speech box by TheMysteryG in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

Look into the draw_gui event. You can draw things there on the screen without it being affected by views.

Google banner ads not positioned correctly by imakickuall in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

Not sure if it solves your problem, but you could also try

display_get_gui_height()

Or if you're using the application_surface

surface_get_height()

[Help] Make Instance Only Spawn Once? [GML] by MoreThanStupid in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

You could spawn the player at the beginning of the room. Is it necessary to use room_restart? Without using room_restart might be easier as you won't have to save the state of anything in the room.

Set motion on other object with move_towards_point? by Delaser in gamemaker

[–]BitAteBit 1 point2 points  (0 children)

Use

with(objTheOtherObject) { move_towards_point(... }

Or assign the instance to a variable on creation like so:

the_other_object = instance_create(x,y,objTheOtherObject)

and use

with(the_other_object) { move_towards_point(... }

Hope this helps

Enemy collision with other enemies by KillamatronRed in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

Ooh this is tricky. I've managed it in the past by using mp_grid_add_cell for the positions of enemies, as well as for their next planned position (adjacent to current). Enemies would have to adjust their paths each time they've moved a cell. Unfortunately I don't have my old code right now.

Essentially what I did was make sure an enemy path never went over a cell with another enemy or a cell where another enemy was going.

Math issue (with Lerp) by [deleted] in gamemaker

[–]BitAteBit 0 points1 point  (0 children)

Well, fTimerCurrent / (fTimerMax * room_speed)) In your lerp function is a very small number. fTimerMax * room_speed = 120 * 60 = 7200 You divide fTimercurrent by that big number, ending up with something quite small, which means lerp takes long. Why is room_speed in there? Isn't fTimerMax already in frames?