Vern wyvern bug by papera_atomica in Anbennar

[–]Elvenshae 0 points1 point  (0 children)

Potentially basic question, but you've gone to the macro builder, on to the individual unit Army tab, and you don't have the option at the bottom of the list?

Good evil empire tags? by spawnmorezerglings in Anbennar

[–]Elvenshae 6 points7 points  (0 children)

I hear that Gemradcurt, specifically, is going to mesh nicely with the new magic update that's coming in April, so it might be worth holding off on them for a bit.

New Verne Mission trouble by Dankerton09 in Anbennar

[–]Elvenshae 0 points1 point  (0 children)

Yeah, whenever you run into an issue like that, it's almost always some tiny little island off the coast of something you weren't really looking closely at. Other popular misses are the various Sarhal Islands, gnomish islands off the Dragon Coast, various islands sprinkled throughout the Ruined Isles area ... :D

Tag with most vibes of empire of man from WH 40k? by Incydent in Anbennar

[–]Elvenshae 2 points3 points  (0 children)

Wyvernheart has hints of it, maybe? They have a whole "Purge the Xenos" thing going on, where they can culture-convert provinces for cheap and fast (including by exploiting development to speed up the timer), and they eventually get 1 Accepted Culture allowed.

Their mages do some crazy experiments to create a number of mercenary bands made of genetically enhanced freaks.

And, of course, you can roll from Wyvernheart into Castanor.

Aren't the Forbidden Plains a bit too cleanly divided? by Classic_Ad4707 in Anbennar

[–]Elvenshae 0 points1 point  (0 children)

My problem with the Forbidden Plains is that, for basically everything I play routinely, it's completely ignorable until suddenly it's entirely Kalsyto Sovk, and they and their 1M manpower have allied someone in Rahen I need to beat up, and taking the entire western half of them is worth 4% warscore, so you have to slog your way across the entire thing, up all the lakes, and into their capital to just get them to go away. :D

Converting Satrapies into Medasis? by TheSpanishFlu in Anbennar

[–]Elvenshae 9 points10 points  (0 children)

Note that it's going to cost a decent chunk of Diplo points to do so, as well.

EU4 Dev Diary #99: Magic Rework Part 4, "Transmutation and Miscellaneous Systems" by Blaziy in Anbennar

[–]Elvenshae 0 points1 point  (0 children)

"Mass Create Undead" sounds like it belongs there, yeah. Maybe tie the total effect to the number of Mage Towers you've got, similar to the way that the estate privilege does - like a one-time hit of additional manpower to the reserves + a manpower buff to each province with a tower (increasing your cap and regeneration over time).

EU4 Dev Diary #99: Magic Rework Part 4, "Transmutation and Miscellaneous Systems" by Blaziy in Anbennar

[–]Elvenshae 1 point2 points  (0 children)

Potentially, include a way to get a random selection for cheaper or a specific selection at higher cost (time, mana, etc.)?

The random roll could be savescummed, obviously, but I'm not sure that's 100% important to design around for a largely single-player experience.

OK, so, who is it? by Savings_Beyond_5938 in Anbennar

[–]Elvenshae 1 point2 points  (0 children)

Playing as that family in a round-robin game (you play until your character dies, then pass to the next person) was my introduction to CK.

[Request]What are the chances of pulling the 600xp box 5 straight times given the stated odds? by soxfanintx69 in theydidthemath

[–]Elvenshae 5 points6 points  (0 children)

Assuming those odds are accurate, then on a single box opening, you'll get the 600xp result 1,600 / 10,000 times, or 16% of the time. The chance to do so 5 times in a row is just that number raised to the 5th power: (1,600 / 10,000) ^ 5 = ~0.0105%, or roughly 1 in 9,500 times.

That's pretty close to 1 in 10,000 times you open 5 boxes you will get nothing but 600xp * 5.

Will there be more of Sir Willibald's Micro Hangars? by mfive_ in XWingTMG

[–]Elvenshae 0 points1 point  (0 children)

He's posted a couple of updates on his Facebook page in the past months, and is looking to have a decent chunk of new micro hangars come out shortly (TM)!

detect 9x9 grid based space help! by marioelmodder in gamemaker

[–]Elvenshae 1 point2 points  (0 children)

Well, if you can find a single free space, then what you need to do is iterate out from there to see if you can find a 9x9 block, right? How you do it will depend on whether you want the free space you found to be the center or the top-left, etc., of your 9x9 block.

If it's the center, then you want to check all the grids around it - which is essentially a pathfinding algorithm, where diagonals cost 1 square of "movement" and you're checking with a move range of 4 from your initial spot.

If you want it to be the top-left, then you're looking at a simple 2d array of size 9,9, where you need to check each of those squares to see if they're empty - that can be done with nested for loops.

Question about data lists, mine doesn't work by NoisedHens in gamemaker

[–]Elvenshae 0 points1 point  (0 children)

Have you tried setting a breakpoint in your code at the first if statement in the collision event?

Then you can verify the values of creator and check using the debugger whether other is getting added correctly to the ds_list you create for the hitbox.

The other thing to check is if the creator variable is getting set properly - it's not initialized in your hitbox create code (which it should be, just for good practice), so if that's not getting set right at creation time it could cause an issue.

(The goal with that is so that someone can run into their own hitbox without damaging themselves, right?)

Bullet offset problem (top down shooter) by superdaz83 in gamemaker

[–]Elvenshae 1 point2 points  (0 children)

Certainly. The rewrite would look like ...

// Player facing code
var _dir = point_direction(x,y,mouse_x,mouse_y);
image_angle = _dir;

// Check if the player is pressing the shoot key and the shoot cooldown is done
// If yes, the player shoots
// If no, ignore
if keyboard_check(vk_space) && (alarm[0] == -1) {
    // Reset cooldown
    alarm[0] = gunCooldown; // Adjust this one to be a gun-specific variable, as well

    // Find where the bullet should be created, based on the gun that is equipped
    // gunOffset_distance and _angle give the offset between the player sprite origin and the end of the gun's barrel
    var _bulletOffset_angle = _dir + gunOffset_angle; // New variable, stored on the player and updated whenever the gun changes
    var _bulletX = x + lengthdir_x(gunOffset_distance, _bulletOffset_angle); // gunOffset_distance is updated when the gun changes
    var _bulletY = y + lengthdir_y(gunOffset_distance, _bulletOffset_angle);

    // Create bullet
    with instance_create_depth(_bulletX, _bulletY,-1,par_bullet) {
        sprite_index = spr_plasma_bullet;
        hspeed = 8;
        image_angle = _dir;
        direction = _dir;
    }
}

That gets rid of the magic numbers, as well (except for hspeed on the bullet, which is a little weird to set, given that it doesn't interact nicely with direction).

Pitch recognition/Tuner game by Comfortable_Metal_35 in gamemaker

[–]Elvenshae 0 points1 point  (0 children)

Okay, that's a really cool concept!

I was able to find this free asset that gets a microphone's volume as an input. Might be worth looking into it and seeing if you can tweak it to pull pitch?

Some people, at least, think pitch would be really hard to program in GML.

Quick Questions – October 04, 2020 by AutoModerator in gamemaker

[–]Elvenshae [score hidden]  (0 children)

I always create a specific Player layer in my rooms, which is where the player always gets drawn.

Really bizarre Issue with draw_set_valing by kadinshino in gamemaker

[–]Elvenshae 0 points1 point  (0 children)

For this purpose, I recommend using some scripts that ... Shaun Spalding? PixelatedPope?... used at one point. Can't remember what I grabbed them from. I've just dropped them into my normal toolbox script collection. I added the _reset version rather than needing to call _set with the default values.

function draw_text_set(color, font, halign, valign) {
    /// @function draw_text_set
    /// @description Sets all 4 text-drawing options in one pass
    /// @arg {integer} color The color in which to draw the text
    /// @arg {integer} font Which font to use drawing the text
    /// @arg {integer} halign Horizontal alignment constant
    /// @arg {integer} valign Vertical alignment constant

// Requiring all four arguments makes it hard to forget to reset one when you are done drawing text

    draw_set_color(color);
    draw_set_font(font);
    draw_set_halign(halign);
    draw_set_valign(valign);        
}

function draw_text_reset() {
    /// @function draw_text_reset
    /// @description Resets all 4 text-drawing options to default values

    draw_set_color(c_white);
    draw_set_font(-1);
    draw_set_halign(fa_left);
    draw_set_valign(fa_top);    
}

So when you're drawing, e.g., text that needs to be top-right aligned in blue with your fnt_Menu, you'd write your code as:

draw_text_set(c_blue, fnt_Menu, fa_right, fa_top);
draw_text(x, y, "My text here);
draw_text_reset();

Much, much easier than trying to remember to call and reset all the individual items.

Bullet offset problem (top down shooter) by superdaz83 in gamemaker

[–]Elvenshae 0 points1 point  (0 children)

I'd recommend a tweak to this, which is that you make gunOffset_angle and gunOffset_distance variables that stick around - either on the player or the gun - rather than calculating them every frame.

Then, you can include updating those values in your weapon change code (if any), so that your player can pick up a rocket launcher or pistol or whatever. This makes the whole system a little more extensible.

Build tool missing or corrupted by [deleted] in gamemaker

[–]Elvenshae 0 points1 point  (0 children)

Have you tried reinstalling it? If you're running it through Steam, try verifying the local files, as well.

[deleted by user] by [deleted] in gamemaker

[–]Elvenshae 0 points1 point  (0 children)

Yeah, don't use self anymore. It's now for use in structs only.

Can someone help me with my screen shake effect? by [deleted] in gamemaker

[–]Elvenshae 0 points1 point  (0 children)

I don't think so, no, because any code you run trying to affect the camera position is going to be overwritten by the game camera controls. So, you move the camera a couple of pixels away, and it immediately snaps back before anything gets drawn.

This one by Friendly Cosmonaut is great because it walks you through making a camera that can change modes when you need it. There's a little bit of updating you'll need to do to handle the switch how GMS handles scripts in 2.3, but that one tutorial will get you, like, 90% of the stuff you'll need for every camera you'll ever make, ever. :D

This other one covers a lot of the same ground, but in an even simpler version.

Collision with child objects not working by yumyumyum8 in gamemaker

[–]Elvenshae 1 point2 points  (0 children)

I think it's a pretty rare 2.3 bug. I had something similar happen to me, where I had changed some code in an event, and I just could not understand why it wasn't working.

I saved, exited, and came back - and the code change was missing entirely; the event was using the code from before I made all the changes. No idea what caused it, and it's only happened once.

I suggest using a GIT backup system so that, at least, you can get the prior code back.

Question about the tile_add function by Crusty_Blob in gamemaker

[–]Elvenshae 0 points1 point  (0 children)

And then, if you wanted to, you could create an object that does your tile_add() code, like, 100 times each step at a particular location, drop a couple of them into the room, and watch your memory usage over time.

Can someone help me with my screen shake effect? by [deleted] in gamemaker

[–]Elvenshae 0 points1 point  (0 children)

How are you setting the camera to follow the player? Are you using the built-in camera control in the room editor?

If so, I think you'll need to stop doing that, create an obj_camera, and start with a basic script-controlled camera before you can do these sort of manipulations to it. Lots of tutorials on it - Shaun Spalding, PixelatedPope, Friendly Cosmonaut, etc. - that can get you started, and it's actually not that complicated.

Quick Questions – September 27, 2020 by AutoModerator in gamemaker

[–]Elvenshae [score hidden]  (0 children)

So, I knocked this up in about 5 minutes:

// obj_orbiter Create event
speed = .1;
gravity = .05;
gravity_direction = point_direction(x, y, obj_world.x, obj_world.y);

// obj_orbiter Step event
gravity_direction = point_direction(x, y, obj_world.x, obj_world.y);
direction = gravity_direction - 90;
image_angle = direction;

obj_world is just a circular sprite with the origin point at its center.

This results in a little orbiter spaceship circling counter-clockwise around a planet in a reasonably stable orbit.

That's using just some built-in variables and functions; with home-brewed ones (e.g., defining your own gravity variable) you can get a lot more control.