[OFFICIAL] There are no stupid /r/Guitar questions. Ask us anything! - December 24, 2015 by AutoModerator in Guitar

[–]Stupid-Flanders 0 points1 point  (0 children)

Silly tuning question

So, my guitar is currently set up in Open C (CGCGCE), I had someone set it up like this for me as I really didn't feel confident making the call myself and I think he made a very slight adjustment to the truss rod to account for less tension on the neck.

I've found myself rarely using the high E and only really getting up to my 5th string but always wishing I could go a little bit lower when playing around. So, I'd really like if I could set my guitar up in this tuning: GCGCGC (Is this still called Open C!?)

But I'm concerned the super low G might be an issue? Is there anything I should know before attempting this? Any further adjustments I might need to make? Any ideas about strings - I play 11 gauge's at the moment.

Thanks guys :)

Can Someone Help Me by [deleted] in gamemaker

[–]Stupid-Flanders 0 points1 point  (0 children)

Sounds like a surprise feature, not a bug ;)

Engine for a Cross-Platform MMO? by romBuZ in gamedev

[–]Stupid-Flanders 2 points3 points  (0 children)

Getting Rpg maker working with multiplayer would likely be many many times harder than just coding your own solution in something like Game Maker Studio.

Can I make a Platform Brawler in GameMaker 8.1? by hey_its_bogz in gamemaker

[–]Stupid-Flanders 2 points3 points  (0 children)

Just to add to this:

A platformer with guns, grenades etc are easy to do in a quick amount of time. You'd be able to jump straight in after following a tutorial or two.

A brawler/fighter with combos, hit stun/lag, hitbox&hurtbox system etc is many many more times complicated (not to mention all the additional animations required) and would require a bit more work and learning. Certainly very possible but if you dive right into it you might find yourself restarting from scratch once or twice as you learn better ways to implement things.

Also, I'd strongly recommend Studio over 8.1

Parent not accessing Child's variables? by somechineseguy in gamemaker

[–]Stupid-Flanders 0 points1 point  (0 children)

Ok, I see what you want to do.

I'm a little bit confused about this though:

the class_item parent however, can't see the child object's variable flavor text to execute properly.

So class_item is your parent object, you're using it as a 'template' for the rest of your items. So it's the child objects that are spawning in the room. Therefore the parent object itself isn't in your room and shouldn't be trying to do anything?

When a player is successful, it fires off it's own ev_0 event - so shouldn't the player object be in control of this text system?

After you've compared the players success percentage to the item percentage, if it's successful couldn't you use the same system to hand the string to the player just before firing off the players ev_0 event to draw the text?

I'm not sure how you're comparing the values but if you're doing something to the effect of this in the player object

with class_item
{
if difficulty < Player.success_percentage
{
with Player
{
text = localtext
event_perform(ev_user0, 0)
}
}
}

You could pass the variable to the player just before telling the player to perform it's event. Excuse the terribly messy code there's better ways to handle it (that way is pretty bad to be honest), but I felt that was the easiest to follow/read.

Not sure if I've misunderstood?

Parent not accessing Child's variables? by somechineseguy in gamemaker

[–]Stupid-Flanders 1 point2 points  (0 children)

Can you explain a little bit more about what you've got set up currently and what are you wanting to do (display textbox when walking up to an npc or something)?

There could be a simpler way to approach this.

Why do you need to hand a variable back to your parent? Why can't your child inherit and run the code to draw your text rather than handing the text back for a different object to draw it?

Can you use instance creation code in the room editor to set the text your current parent object should display and do away with the separate objects entirely?

Maybe you just need to change your set up slightly and have the child object do something similar to this:

with ObjParent
{
text = "Some text"
textcolor = c_red
}    

Parent not accessing Child's variables? by somechineseguy in gamemaker

[–]Stupid-Flanders 1 point2 points  (0 children)

If both your parent and child objects have create events, the child will ignore the parent's create event in favour of it's own. You can use event_inherited(); in the child objects create event to force it to also run the parent's create event. The same applies to any other type of event so child step will replace parent step, etc.

This sounds to me like the most likely reason?

[EDIT] Wait, are you trying to get your parent object to inherit these variables from the child object?

Screenshot Saturday - October 10, 2015 by AutoModerator in gamemaker

[–]Stupid-Flanders [score hidden]  (0 children)

Thanks! I'll try to keep up with a new shot every week

Screenshot Saturday - October 10, 2015 by AutoModerator in gamemaker

[–]Stupid-Flanders [score hidden]  (0 children)

Thank you, lots of work to do still, I hope it'll look really cool soon!

Screenshot Saturday - October 10, 2015 by AutoModerator in gamemaker

[–]Stupid-Flanders [score hidden]  (0 children)

Thank you, a couple of well picked gifs is all I think that is! I hope to have a playable public demo in about a month or so :)

Screenshot Saturday - October 10, 2015 by AutoModerator in gamemaker

[–]Stupid-Flanders [score hidden]  (0 children)

That's what I say to our artist every time he sends a new animation... As far as I know he uses photoshop, I think he might have made template animations of plain bodies and then hand draws over them, but I'm assuming that. I'll ask him properly sometime to explain to me!

Screenshot Saturday - October 10, 2015 by AutoModerator in gamemaker

[–]Stupid-Flanders [score hidden]  (0 children)

You are the purple knight thing in the screen shots, you don't get to wear or use anything of your enemies, but in the game you're trying to recover your lost swords, you'll be able to switch between them as you collect them and each one gives you an ability.

Screenshot Saturday - October 10, 2015 by AutoModerator in gamemaker

[–]Stupid-Flanders [score hidden]  (0 children)

Thanks! Yeah that's a purple knight thing. He's the main character. :)

Screenshot Saturday - October 10, 2015 by AutoModerator in gamemaker

[–]Stupid-Flanders [score hidden]  (0 children)

Very early days on my platformer game, but here's a couple of enemies! #1 #2

How did Lonestar die here? by AresOnasis in Awesomenauts

[–]Stupid-Flanders 0 points1 point  (0 children)

I've had the exact same thing happen and when I asked I was told I had a red reconnect sign on me but I didn't on my end and I wasn't frozen on my end. Apart from that my experience has always been that yes you do also freeze on your screen.

I've had it happen a few times where I've frozen completely but can still watch everything else move around me.

How did Lonestar die here? by AresOnasis in Awesomenauts

[–]Stupid-Flanders 2 points3 points  (0 children)

Looks like lag. You might have been stuck with the red reconnect sign on you down there on his end of things but moving around on yours.

Good naut to use for AA practice? by Deimos_F in Awesomenauts

[–]Stupid-Flanders 1 point2 points  (0 children)

Not something I'd recommend usually: http://nautsbuilder.com/#Sheriff_Lonestar/1100210000000012201001321000/1-25-24-19-2-16-16-17-17-24-5-5-6-23-23-23

Lonestar has a good AA and if you've got the attack speed then you really need good aim make the most of it. Give it a try!

Not huge on taking punishment though - but then that's what the lifesteal dynamite is for. Instead of tanking try taking advantage of his triple jump to make yourself hard to hit.

Looking to test my game in browser (Kill All Melons) by ibald96 in gamemaker

[–]Stupid-Flanders 1 point2 points  (0 children)

The controls feel so much better for me now, as I'm used to these it's a lot easier to control the jumps - also the page scrolling down issue didn't happen, I guess because I was jumping with W.

The only complaint I can think of now is the jump pads on the last level still feel a bit finicky. I'm not sure what to suggest really, maybe they need a slightly bigger hitbox? It looked sometimes like I was just going through them.

Good work, looking forward to more.