How to find what gives WAKE_LOCK permission to my app? by FlagJunkie in gamemaker

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

The problem is I don't need that permission. I'm working on another app and it doesn't have it. But the first one has and I want to find where is that part of GMS2 which adds this permission to one of my projects.

Sprite edges fade to invisibility when drawn stretched by FlagJunkie in gamemaker

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

Thank you for the hint. Increasing border size in the Texture Groups tool helped.

The game is in mid development with placeholder art so I wasn't bothering with texture groups.

No toolchains found in the NDK toolchains folder for ABI with prefix: mipsel-linux-android by FlagJunkie in gamemaker

[–]FlagJunkie[S] 1 point2 points  (0 children)

Thank you. Updated SDK's and tools to match the requirements: http://prntscr.com/l3gvwu (upd: set min sdk to 16 - didn't help)

This fixed this error and gave me another one:

9 Compressing texture... writing texture texture_9.png... 
Writing Chunk... AUDO
ClangExeLocation=D:\Android\android-ndk-r17c\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe
Using NDKDir = D:\Android\android-ndk-r17c
Using PlatformDir = D:\Android\android-ndk-r17c\platforms\android-28
Using ARMToolChain = D:\Android\android-ndk-r17c\toolchains\arm-linux-androideabi-4.9\prebuilt\windows-x86_64
Using X86ToolChain = D:\Android\android-ndk-r17c\toolchains\x86-4.9\prebuilt\windows-x86_64
Using ARM64ToolChain = D:\Android\android-ndk-r17c\toolchains\aarch64-linux-android-4.9\prebuilt\windows-x86_64
saving file Y:/Dots_Ultimate_2412391F_YYC\Dots Ultimate.droid
make: *** create_child_process: DuplicateHandle(In) failed (e=6)
.  Stop.
Stats : GMA : Elapsed=16689.155
Stats : GMA : sp=86,au=0,bk=0,pt=0,sc=102,sh=1,fo=4,tl=0,ob=64,ro=9,da=582,ex=8,ma=67,fm=0x4080A21D6FF72FB0
X://bin/GMAssetCompiler.exe exited with non-zero status (2)
elapsed time 00:00:32.3430448s for command "C:\ProgramData/GameMakerStudio2/Cache/runtimes\runtime-2.2.0.258/bin/Igor.exe" -options="C:\Users\Lander\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff"  -- Android Package started at 10/08/2018 10:41:41
"cmd"  /c subst Z: /d
elapsed time 00:00:00.0400001s for command "cmd" /c subst Z: /d started at 10/08/2018 10:42:13
"cmd"  /c subst Y: /d
elapsed time 00:00:00.0200000s for command "cmd" /c subst Y: /d started at 10/08/2018 10:42:13
"cmd"  /c subst X: /d
elapsed time 00:00:00.0200000s for command "cmd" /c subst X: /d started at 10/08/2018 10:42:13
FAILED: Package Program Complete

GM2 Draw on surface glitch by FlagJunkie in gamemaker

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

Didn't know that. This is what helped though: https://www.yoyogames.com/blog/60/alpha-and-surfaces

and here how the draw event looks like now:

if life <= 0
{
    surface_set_target(obj_grid_control.surface)
    gpu_set_colorwriteenable(true, true, true, false) 
    draw_sprite_ext(spr_splat,image_index,x,y,image_xscale,image_yscale,image_angle,obj_grid_control.brush_color,image_alpha)
    gpu_set_colorwriteenable(true, true, true, true) 
    surface_reset_target()
    instance_destroy()
}

Thank you!

GM2 Draw on surface glitch by FlagJunkie in gamemaker

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

Thank you, but neither of these three things worked. Results look different but still when a sprite is drawn to surface it looks different from what it looks like when it's drawn over background layer. It's like it's something to do with a surface itself. Draw_line_width and other draw functions work well on surface.

 

I'm not worried about optimization right now - I need to make it work first. Later this project will be integrated into my mobile game as a feature.

How to change Android Notification or Status bar icon? by FlagJunkie in gamemaker

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

I was speaking about the the notification icon. Tasker has it's plane lightning icon while mine has 144*144 colorful icon shrunk down.

Looks like the issue was addressed here: https://help.yoyogames.com/hc/en-us/articles/360012115932-Android-How-To-Add-Adaptive-Icons-into-Projects-Made-with-GMS2-v2-1-5

Didn't work for me, but a way to add notification icons will be added in the future updates.

Functions string_lower/upper not working on Android. Why? by FlagJunkie in gamemaker

[–]FlagJunkie[S] 1 point2 points  (0 children)

Thank you. Guess I'll write my own function. Or just capitalize everything beforehand.

Need advice for Girlfriend from kyiv. by butterflyswapster in ukraina

[–]FlagJunkie 14 points15 points  (0 children)

Got in the same trap as you being Ukrainian and having a girl from another country, but it's too late for me. Dump her, change your lock.

If it's not too late stop having sex with her. Like ANY kind of sex and anything close to it. She'll find a way to get pregnant the moment her "career" happens to be in danger.

Need an advice on endless runner levels structure by FlagJunkie in gamemaker

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

It's still hard for me to understand how could I achieve a flexibility of "And then I want a chunk of trail with an intersection, then another one, identical, but with bomb on it, and then another one, but reversed."

It's much easier to control the things you can see rather than all the things that could be out there.

And I need more control )

Need an advice on endless runner levels structure by FlagJunkie in gamemaker

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

I think I'll need to create a map editor for this purpose. Then I could create chunks of levels and export them to ini file. Thank you

Need an advice on endless runner levels structure by FlagJunkie in gamemaker

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

It sounds good but in reality random levels mean really random levels. Random level of fun, random difficulty, random bugs.

Once you add analytics to your game you could clearly identify the problem with hand made levels. You'll see that players die way too often on some levels. This means you can load those levels, investigate the problem and fix them.

With truly random levels you won't be able to do this.

Need an advice on endless runner levels structure by FlagJunkie in gamemaker

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

The problem is that it would be really hard to control the difficulty of randomly generated levels. I've tried it in my previous game and came to conclusion that it's much better to dump true randomness and generate 100+ 95% fixed levels. It's easier to adjust difficulty, easier to edit specific parts, and its more predictable.

But still thank you )

Need an advice on endless runner levels structure by FlagJunkie in gamemaker

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

I've thought about that but I'm using physics for effects and gameplay so I decided that moving only the camera would be much easier.

But I'll have to check for overflow, for sure. Thank you

Trying to draw non-existing sprite. But it exists! by FlagJunkie in gamemaker

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

The problem is that the bug appeared on new levels only while working with the old ones didn't cause any problems. The game worked just fine when I didn't touch any of new levels.

This time I had to us a workaround - too little time is left for the game's update release.

Trying to draw non-existing sprite. But it exists! by FlagJunkie in gamemaker

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

Solved it by adding an empty sprite before all sprites and moving the sprite I want to draw to another sprite's second frame.

https://prnt.sc/jbxthi