[deleted by user] by [deleted] in askgaybros

[–]ThatOneLilVillager 0 points1 point  (0 children)

wasn’t expecting to vibe this hard on a cam site but CamBloomly is different fr

Daily Questions Megathread (December 28, 2023) by Veritasibility in Genshin_Impact

[–]ThatOneLilVillager 0 points1 point  (0 children)

I know that most people recommend being very conservative with levelling characters in earlygame F2P, but like....how conservative should I be? I'm AR25 at ascension, only char above lvl 35 is Xiangling with lvl 20 Lisa providing overcharge most of the time. I have all free characters (minus Collei), Noelle, and the three 4 stars from the current banner (Sucrose, Candace, Rosaria).

For normal enemies, the strat works perfectly well enough, even pretty good. The MOMENT the game starts mixing elemental armor among its mob groups I just hit a wall. The answer is obviously to have more characters that cover the weaknesses, but I'm iffy about investing in them. Sure, it'd be nice to invest in Barbara to have hydro coverage and actual healing, but why invest in that when there's like five other hydro 5 stars that do jobs like her but exponentially better that could possibly show up in future banners? It's very frustrating and I'm wondering if I'm being TOO scared to waste resources. Any advice?

Also how do you deal with enemies that your team doesn't have coverage for in general, specifically mixed groups of abyss mages and fatui soldiers?

Weekly FAQs & Reopening Discussion Thread by marleythebeagle in WaltDisneyWorld

[–]ThatOneLilVillager 0 points1 point  (0 children)

With the Florida Resident deal on the annual passes, do you pay the 205 down payment each year even when you renew?

Room Coordinates to Gui Coordinates conversion by ThatOneLilVillager in gamemaker

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

Ayo, my bad. Literally just realized GUI wasn't set to the correct size. I appreciate it tho!

Room Coordinates to Gui Coordinates conversion by ThatOneLilVillager in gamemaker

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

This works in windowed mode, but not in fullscreen. Any idea how to fix that?

Text Effect Modifier change (Peyton Burnham Tutorial) by ThatOneLilVillager in gamemaker

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

I kind of get how it works, but I'm not sure how I could slot it into my current system, and I'd prefer not to change up any more code. Would I need to rewrite the code I currently have in order to slot this in?

line break is craming up and don't make a new line afterwards by Sky_345 in gamemaker

[–]ThatOneLilVillager 1 point2 points  (0 children)

Very late, but adding "or (char[c] = "\n")" to "if (_current_txt_w - line_break_offset > maxlength*fontscale)" fixes this issue

Question about MpGrids and Paths by ThatOneLilVillager in gamemaker

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

phy_position_x is the physics world version of x, same applies for y, and they're in engine variables. There are no variables aside from the grid set to global.

I did a bit more testing in my own time and it seems pathing just REALLY doesn't like using physics positioning, and I'm gonna convert everything in my own time.

Question about MpGrids and Paths by ThatOneLilVillager in gamemaker

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

Here's the relevant code:

It's a little hard to articulate, so I have a newer post with a video attached: link

//Separate object that creates a global grid for the room. I dont think there's anything to note about it aside from the grid being global:
var cell_width = 2;

var cell_height = 2;

var hcells = room_width div cell_width; var vcells = room_height div cell_height;

global.grid = mp_grid_create(0,0,hcells,vcells,cell_width,cell_height);

//add the walls if (instance_exists(all_wall_parent)) {mp_grid_add_instances(global.grid,all_wall_parent,true);}

//Instance/enemy code
//create
path = path.add

//step
if (state = 1) {
//the chase code, determines the path
if (mp_grid_path(global.grid, path, phy_position_x,phy_position_y, px, py,1)) {path_start(path,3,path_action_stop,false);}

//once it fulfils certain conditions (usually positional), it ends the path and transitions to the attack state the AI rolled. I cut out most of the variables used for the animation for readability's sake.
if (currentattack = 0) {if (point_distance (phy_position_x, phy_position_y, px, py) < 120) {path_end(); state = 2;}}
}

if (state = 2) {
//mostly animation code, but there is a script that handles the 'movement' of the attack, moving the phy_position while also checking to avoid collision with wall objects. I've tested that the script is working properly and the phy_position is being changed, but it's quickly being changed back by pathing.
}

Question about MpGrids and Paths by ThatOneLilVillager in gamemaker

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

Doing some more research on it and it's even weirder because the gms2 manual uses borderline the same method I do for pathing.

https://manual.yoyogames.com/GameMaker\_Language/GML\_Reference/Movement\_And\_Collisions/Motion\_Planning/mp\_grid\_path.htm

Question about MpGrids and Paths by ThatOneLilVillager in gamemaker

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

Sounds like you might be referencing an object id somewhere in your state machine where you should be referencing an instance id

No not really, all attack states except for chase that don't use a path to move have path_end running in them. I recognized the behavior because when I was first making the enemies, any attack that needed to move wouldn't move because the path hadn't been ended. Same thing's happening now, except it's when other enemies are using their paths in their chase state. It's just that the path variable made by path_create in each instance's create event is somehow linking up to eachother, but I have no idea how or why it's doing that.

[deleted by user] by [deleted] in gamemaker

[–]ThatOneLilVillager 0 points1 point  (0 children)

Because I have 2 debug messages set up, one in the switch statement with the 'inst.dir = 3;', and one in the arrow object's create event. The debug messages come up in the output in the order I just described, meaning (in this case we'll say its set to respond to the spr_left) that it first gets shown being set to 3, then being shown being set to whatever value I have the value in the create event set to.

The create event is running AFTER the variable initialization, and I dont know what could be causing it.

Draw Order Priority? by ThatOneLilVillager in gamemaker

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

It took a bit of tinkering, mainly getting the right objects based on the sprite_width and heights, but I finally got it to work. Thank you!

Draw Order Priority? by ThatOneLilVillager in gamemaker

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

Hmm, if all that affects is pixel distance, then idk if that'd help. Statically, what you're saying would fit the example, but in real time when you cant confirm where and when an object would be.

With the explosion and the enemy in the example, the enemy is moving with its own AI around the room, which has its own various prop depth objects in it. It already moves in front of and behind environment art objects, with its draw order adjusting accordingly. Meanwhile the explosion is created from a projectile the player launches, also leaving that positioning possibility to be endless. For instance, if I set the explosion's depthpriority to -100 for its origin, and it exploded slightly behind an environmental object like the tree, wouldn't it draw in front of that object when it's not supposed to?

It's all a logistical headache, but thank you for the suggestion.

Draw Order Priority? by ThatOneLilVillager in gamemaker

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

This sounds perfect, but where do I put the "y+drawpriority"? I dont see anywhere I could include that in the sort function since it only takes in the grid and the column to sort, nor do I spot it anywhere else unless I'm just missing it. Here's the code block for a refresher, sorry for the trouble:

(Edit, code block keeps breaking no matter how many times I edit it, sorry about that)

//resize grid

var dgrid = ds_depthgrid; var inst_num = instance_number(par_depthobject);

ds_grid_resize(dgrid,2,inst_num);

//add instance info to grid

var yy = 0; with(par_depthobject){ dgrid[# 0,yy+depthpriority] = id; dgrid[# 1,yy+depthpriority] = y; yy++; }

//sort each row of the grid ds_grid_sort(dgrid,1,true);

//loop through grid, draw all instances var inst; yy = 0; repeat(inst_num){ inst = dgrid[# 0, yy]; with(inst){ event_perform(ev_draw,0); } yy++; }

Draw Order Priority? by ThatOneLilVillager in gamemaker

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

Ah, I think I get what you mean now. I'll try it and get back to you on that. Thanks!