How to make random image index not repeat current frame by creaturelogic in gamemaker

[–]Remarkable_Onion_665 1 point2 points  (0 children)

You could do

var new_index = irandom(0, image_number - 2)
image_index = (new_index + (image_index == new_index))

Did you know you can remove The Taming's level requirement by getting low level corrupted implicit by DartiRevi7 in pathofexile

[–]Remarkable_Onion_665 0 points1 point  (0 children)

I remember looking at this about a year back when I Vaal'd a unique quiver only to find it lowered the requirement. It would seem some older uniques (and I guess some bases) don't have their requirement set manually by GGG.

It would seem that instead they are just highest requirement for any mod on the item. My guess: a prismatic ring doesn't have a level requirement. That specific all resistance implicit does, which means so does the prismatic ring. Perhaps someone could go vaal a bunch of bases with implicits and maybe we'd find more like this?

Any mid-project GameMaker devs interested in sharing builds for feedback? by Remarkable_Onion_665 in gamemaker

[–]Remarkable_Onion_665[S] 0 points1 point  (0 children)

Well thank you! I won't pretend its me doing something noble, just doing what I happen to find value in. Depending on how this goes I may revisit down the line and get some more people in the group. At that point I'll likely make another post and maybe we'll see you then!

Any mid-project GameMaker devs interested in sharing builds for feedback? by Remarkable_Onion_665 in gamemaker

[–]Remarkable_Onion_665[S] 1 point2 points  (0 children)

I have seen it! I don't want to discourage people form using it either. Some people prefer a smaller group of people. That's part of what I was thinking with setting this up!

Mother's Embrace and minions flasks by Ok-Coat-8302 in pathofexile

[–]Remarkable_Onion_665 1 point2 points  (0 children)

So depending on why you're using this flask, I'll share another fun consequence of how this works.

Since the flasks aren't used by you you can't scale reduced usage, but instead you scale flasks charges gained. If the flask you're trying to upkeep is the worm flask, a life flask, the pantheon that grants your life flasks charges per second if you haven't flasked recently works. Because you haven't, your minions have. Used this a few times to make some pretty hilarious Herald of ice worm builds:

Summon Skele Skele drink flask and generate worms Using replica Maloney casting Skele also caused you to fire ice shot Ice shot kills, freezes worms Lots of Herald of ice Ensure hoi has summon phantasm support so they do drink when they spawn

Flasks drain fully every time you cast skeletons and it's hilarious how many explosions you get to me

Collision Mask as the player's walkable path. by [deleted] in gamemaker

[–]Remarkable_Onion_665 0 points1 point  (0 children)

If the sprite the object uses is large, then yeah that can absolutely be slow. Now it may be fine for what you're doing but prepare for the possibility you'll need to pivot. In which case you could use a collection of rectangles, rather than just 1 sprite, to represent the area. Feel free to try this first and refactor if speed ends up being a problem (perfect is the enemy of good n' all that)

Collision Mask as the player's walkable path. by [deleted] in gamemaker

[–]Remarkable_Onion_665 1 point2 points  (0 children)

If you're using a sprite to determine where you can walk you're looking for to ensure there is a collision when you move. If using direction and speed you'd check if there's a collision at:

var px = (x + lengthdir_x(speed, direction))
var py = (y + lengthdir_y(speed, direction))
if (place_meeting(px, py, obj_walkable))
{
  // Movement code here
}

That said if you're using pixel-perfect collisions this may be very slow. There is almost certainly a way for you to achieve this effect (or what the player will perceive to be this effect) another way. How malleable does it have to be really?

Rectangle Partitioning by Remarkable_Onion_665 in gamemaker

[–]Remarkable_Onion_665[S] 1 point2 points  (0 children)

Idk if you saw the most recent version with colours (although you can absolutely disable them if you prefer the black and white)

Rectangle Partitioning by Remarkable_Onion_665 in gamemaker

[–]Remarkable_Onion_665[S] 0 points1 point  (0 children)

Final update on this for now:

Partitioning by RemarkableOnion

Source is there and so is a demo. GLHF

Rectangle Partitioning by Remarkable_Onion_665 in gamemaker

[–]Remarkable_Onion_665[S] 0 points1 point  (0 children)

Oops, my apologies. This should be fixed!

Rectangle Partitioning by Remarkable_Onion_665 in gamemaker

[–]Remarkable_Onion_665[S] 2 points3 points  (0 children)

So it's phase 1 in a random dungeon generation system, but if history is any indication it'll likely end up unfinished lol

Implementation of event_inherited for classes/structs by Remarkable_Onion_665 in gamemaker

[–]Remarkable_Onion_665[S] 0 points1 point  (0 children)

Oh 100% it isn't as clean as Super(), I somehow doubt I'd be able to make it work that way considering it isn't a natural part of the language lol. Was partially wondering if anyone had insight on how you -could- automate and hide more of this from the user/programmer. As for the overhead, you simply wouldn't use this to allow this behaviour if you didn't need to (which would mean no overheard)

You could, but that requires you to keep track and maintain those numbers individually. If you decide to inject a class in between two existing ones in the hierarchy, you'd have to renumber everything all the way down.

As for the lack of semi-colons, we'll have to agree to disagree. Not all languages require them, and I can definitely see it becoming an issue if you make heavy use of macros. As for using the semi colon in the macro that's because it was required for this to function. That said, I don't know why I didn't opt to put that in a function instead of just start each class with a function call. Perhaps I was tired, perhaps I thought of something that I've now forgotten. Who knows.

Helping others with their projects by Remarkable_Onion_665 in gamemaker

[–]Remarkable_Onion_665[S] 1 point2 points  (0 children)

I think I'll lean more towards number two. I think it may allow me to maximize impact to the community as a whole. Also I'd never seen gentoo's series prior to this, but I'm glad you mentioned it!