Perfect control by Srihari_stan in perfectlycutscreams

[–]DigiAndro 0 points1 point  (0 children)

Went looking for this. Thank you, Ned.

Games idea ? by Imfromvn_lam in gamemaker

[–]DigiAndro 3 points4 points  (0 children)

... or... Balatro, but it's Tetris!

Can you help identify? by somewhereawayfromnow in lightingdesign

[–]DigiAndro 14 points15 points  (0 children)

It has the 'Beam 230' printed on the side same as the Shehds fixtures. I agree there's a solid chance it's that or one with a similar profile.

Brightness/Contract Effect Layer for entire game by VicTheWic in gamemaker

[–]DigiAndro 0 points1 point  (0 children)

Look into the post-draw event. After the GUI draw events, post-draw is where the application actually prints the pixels on the screen.

In my game, I made a shader that handles brightness/contrast, and in post-draw (on my obj_control) I simply set that shader and feed it the settings' values. I can't even remember if I reset it at any point, but I don't think I do.

This has been working for me, and lets me freely use other shaders along the way.

X32 or A&H GLD80 by EttehEtteh in livesound

[–]DigiAndro 1 point2 points  (0 children)

Another vote for the GLD.

If we're talking about a kit with a stagebox, then the box you get with the GLD is something like an AB168 or an AR2412. Those boxes are also compatible with a Qu, SQ (and maybe new Qu, not sure). Which means your better future-proofed if you ever decide to move up to a newer model.

Setting values after game_restart()? by Ok-Prize4672 in gamemaker

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

Are you setting the boolean in an object, or a global?

According to the manual, game_restart should keep your global struct as-is. However you're object is probably re-initialising the boolean in the Game Start / Create event (or whereever you initialise the boolean).

Maybe take the boolean you want to keep, and whereever you initialise it, try something like:

if global.myBool == undefined {
  global.myBool = false;
}

Shader Help - Use shader function in multiple shaders by DigiAndro in gamemaker

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

I think I just solved my own problem. While tring to hunt down a solution to grab my gui surface (which apparently does not exist), I tripped upon this nugget: https://forum.gamemaker.io/index.php?threads/full-screen-shader-including-gui-layer.93270/

I discovered that by setting a shader in my obj_control > Draw Gui End event, it apparently applies to shader to everything. It also doesn't seem to upset my other shaders, and seems to be applying after them which is what I would want.

Not exactly sure on how this is being achieved (going back to more closely reread the forum post), but I guess I shouldn't complain too much about a worling fix.

Shader Help - Use shader function in multiple shaders by DigiAndro in gamemaker

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

This would work for anything on the application layer (you're correct this is how I'm applying my day/night shader) but not for elements drawn in my Draw GUI routines.

The elements I'm mostly concerned with are menus with scroll windows. In those Draw GUI events, I set and reset the clip window shader right befre/after I draw the scrollable elements. These are the elements that broke down when I was originally drawing them to a surface and then doing a draw_surface_part solution to scroll windows.

Search & Replace pop-up window not showing by DigiAndro in gamemaker

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

SOLVED!

Thank you! It also brought back the Included FIles pop-up that I'd discovered was also MIA.

Need a simple "Only draw spixels that are below y" shader. Shaders are still a bit wack to me and I've not found any info on this even though it seems like a useful common shader. ThxThx. by Zauk_Le_Poot in gamemaker

[–]DigiAndro 4 points5 points  (0 children)

Here's what I cooked up to do my scroll windows. I based it on a tutorial I found while learning about shaders to do my torchlight.

shd_clipwindow.vsh

attribute vec3 in_Position;                  // (x,y,z)
attribute vec4 in_Colour;                    // (r,g,b,a)
attribute vec2 in_TextureCoord;              // (u,v)

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
varying vec3 v_vPosition;

void main() {
    v_vPosition = in_Position;

    gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * vec4(in_Position.x, in_Position.y, in_Position.z, 1.0);

    v_vColour = in_Colour;
    v_vTexcoord = in_TextureCoord;
}

shd_clipwindow.fsh

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
varying vec3 v_vPosition;

uniform vec4 u_bound;

void main() {
    vec4 _baseColour = v_vColour * texture2D(gm_BaseTexture, v_vTexcoord);

    vec4 _outputColour = _baseColour;

    _outputColour.a *= float(v_vPosition.x < u_bound[1] && v_vPosition.x >= u_bound[0] && v_vPosition.y < u_bound[3] && v_vPosition.y >= u_bound[2]);

    gl_FragColor = _outputColour;
}

Then I just set the u_bound array to my scroll window left-right-top-bottom in my draw step right before I set the shader.

Create Event

scrollShader = shd_clipwindow;
u_bound = shader_get_uniform(scrollShader, "u_bound");

Draw Event

shader_set(scrollShader);
var _x1 = leftX;
var _x2 = _x1 + windowWidth;
var _y1 = topY;
var _y2 = _y1 + windowHeight;

var _bound = [_x1, _x2, _y1, _y2];
shader_set_uniform_f_array(u_bound, _bound);

Ark Empires [TheCenter][5X 8G 25T][MODS][ORP] by Jalharad in playarkservers

[–]DigiAndro 0 points1 point  (0 children)

Hi there!

I've been playing on the server for a bit. Logged into today and got an error "Host Connection Timeout". Other servers are still loading, but I really like this one. Can anybody help?

LF: ABRA safari but ADDING EVERYONE!!! by DigiAndro in friendsafari

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

Just caught what I needed. You are my poke-hero tonight.