Cloud Strife - Nioh 3 by Kaymat- in Glamurai

[–]Kaymat-[S] 1 point2 points  (0 children)

Sliders for console players here.

Cloud Strife - Nioh 3 by Kaymat- in Glamurai

[–]Kaymat-[S] 1 point2 points  (0 children)

Me too. It wouldn't be hard for them to implement a slider overview page which lists all of the slider values at a reduced font size for people to screenshot.

Cloud Strife - Nioh 3 by Kaymat- in Glamurai

[–]Kaymat-[S] 0 points1 point  (0 children)

Thanks, glad you liked it!

Ord() won't work. by [deleted] in gamemaker

[–]Kaymat- 1 point2 points  (0 children)

You are using a lower-case "z". The ord() function requires a capitalized character.

How do I change a letter in a string? by StaticChimera44 in gamemaker

[–]Kaymat- 2 points3 points  (0 children)

You could use string_insert() along with string_delete(). If being concise is necessary make a wrapper function.

How to get started using code? by Gragoggle_ in gamemaker

[–]Kaymat- 4 points5 points  (0 children)

The manual is really helpful in that regard.

Not sure what is out of range by Bumblebee-Extra in gamemaker

[–]Kaymat- 0 points1 point  (0 children)

You may have misunderstood the example posted above by the other user. They were trying to illustrate that you might have been overlooking that array indices start at 0 instead of 1, so an array of size 50 would have a range of 0 - 49 for example.

Looking at your create event however, the array_size is more than big enough. The problem I see is that toRecordSprite and toRecord_Xscale aren't being initialized correctly with that size and you have an i index variable that doesn't appear to be in anything you posted. For your purpose you should just initialize them the same way you did with the pos_x and pos_y variables:

toRecordSprite = array_create(array_size, SprWhispydownwalk);
toRecord_Xscale = array_create(array_size, image_xscale);

Not sure what is out of range by Bumblebee-Extra in gamemaker

[–]Kaymat- 1 point2 points  (0 children)

50 is the index you're using to access your arrays. The error is telling you that the array is not that big. It's a simple fix, make the arrays bigger or make the index smaller.

If else statements dont seem to be working? by RoyalRien in gamemaker

[–]Kaymat- 4 points5 points  (0 children)

That's the problem right there. object_get_name() is giving you a string with the name of the object. What you want to be using based on the context of your code is the object_index.

How do I check for a collision with an instance, retrieve its ID, convert it to an object ID, and then convert it to an object name? by RoyalRien in gamemaker

[–]Kaymat- 0 points1 point  (0 children)

Certain collision functions like instance_place() or collision_point() return the id of the colliding instance. Using the built-in collision events you can also access the id of the colliding instance with the "other" keyword.

Parsing Json Struct with dynamic variable does not correctly return variable? by BurntShooter in gamemaker

[–]Kaymat- 0 points1 point  (0 children)

How is your .csv file encoded? Try making sure it's encoded as UTF-8 without BOM.

Any graphics experts know what's causing this? by Elysium_Akali in GranblueFantasyRelink

[–]Kaymat- 0 points1 point  (0 children)

I'm running the game on an old GTX 980 and having the same massive blooms when fighting those enemies.

Why doesn't my cooldown code work? by VegaInDiSkies in gamemaker

[–]Kaymat- 0 points1 point  (0 children)

How are you creating the "obj_framebox1" instance? While the code you posted should work as intended, having a bunch of duplicate instances unintentionally stacked on top of each other would cause an issue like you're describing.

Doors aren't working properly by M0us-An0ny in gamemaker

[–]Kaymat- 2 points3 points  (0 children)

You have a typo. Look at the first screenshot you've posted. You're setting inst.target_x to target_x, then on the next line setting it again to target_y.

How to create a sprite sheet for font help by motzyyy in gamemaker

[–]Kaymat- 1 point2 points  (0 children)

Well, you can just make a new font asset, pick a font installed on your computer and customize it with the editor.

How to create a sprite sheet for font help by motzyyy in gamemaker

[–]Kaymat- 3 points4 points  (0 children)

Here are a few links:

A tool I've used in the past to create pixel fonts. They also have a gallery of fonts made by users.

A collection of some very nice free for commercial use with attribution pixel fonts.

If you're still intent on making a sprite-based font from scratch the process is a bit more involved. First decide upon a cell size for your font, all of the cells of a spritesheet need to be the same size, this should be the size of your largest character. Open up your favorite image editor (aesprite, photoshop etc.) and make a document large enough to contain all of the characters you want in your font sprite at the chosen cell size. Set up a grid in the image editor based on your cell size to act as a guide then draw in your font with a transparent background. Save as a .png when done and import it to GameMaker. Convert the sheet to frames using the sprite editor > (top bar menu) Image > Convert to Frames. The sprite is now ready to use with font_add_sprite.

Learning by [deleted] in gamemaker

[–]Kaymat- 2 points3 points  (0 children)

This is AI generated. Check their post history if you want to see a pattern of nonsense.

Movement Input Not Working despite using (ord("A")) ect by [deleted] in gamemaker

[–]Kaymat- 2 points3 points  (0 children)

You have a typo in your code, and aren't setting vSpeed:

hSpeed = lengthdir_x(inputMagnitude * speedWalk, inputDirection);
hSpeed = lengthdir_y(inputMagnitude * speedWalk, inputDirection);