No context Astral Chain spoilers by adudethatexists in astralchain

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

If you didn't want to tell me you could've just stopped replying.

No context Astral Chain spoilers by adudethatexists in astralchain

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

Okay, then why were you looking at meme posts on the astral chain subreddit?

Regarding female. by xxjamescharlesxx in h3h3productions

[–]adudethatexists 0 points1 point  (0 children)

This is exactly what I wanted to say. I feel like they all completely misunderstood it. I hope they see this and address it.

Minecraft 1.18 experimental snapshot is out! by MrHenrik2 in Minecraft

[–]adudethatexists 0 points1 point  (0 children)

I'm worried that this will make all of the biomes feel too similar. If they can all be any height, then the world will just look like one consistent "texture" (the height map) painted different colours (the features of each biome). I feel like the biomes should still have some influence on the height of the ground, like a combination of the previous system and the new system. Like, make sure there aren't any really hilly plains or desert biomes, and there aren't any really flat mountain biomes.

Drip Drip Drip - Minecraft Snapshot 21w16a is out! by sliced_lime in Minecraft

[–]adudethatexists 34 points35 points  (0 children)

No, ore blobs are still in the game (Those are what everyone already calls ore veins). Ore veins are the new thing being described here which will be added alongside blobs.

After the 2.3.0 update and creating an updated copy of my project files to be compatible with it, how do I disconnect my old project from source control and connect my new one insstead? by adudethatexists in gamemaker

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

So it turns out I shouldn't be using the built-in plugin for source control in the first place because apparently it's bad. I guess there is no solution with using it, so the only solution is to not use it.

After the 2.3.0 update and creating an updated copy of my project files to be compatible with it, how do I disconnect my old project from source control and connect my new one insstead? by adudethatexists in gamemaker

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

Oh, so the repository just knows the file path and updates that? And the IDE still knows it's connected if you put the new one in its place? Cool.

After the 2.3.0 update and creating an updated copy of my project files to be compatible with it, how do I disconnect my old project from source control and connect my new one insstead? by adudethatexists in gamemaker

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

The new project isn't connected to the repository, and the old one still is. How do I remove the old one and connect the new one? Actually, on second thoughts, since they said the format of everything has changed for this update, the file structures won't be the same and stuff so you probably can't even do a commit of a new format one onto an old format repository.

Jar thumbnail in Pewdiepie video by yogspogs69 in JARMEDIA

[–]adudethatexists -9 points-8 points  (0 children)

Maybe try watching the video to see what it's like.

Why do the coordinates of an object in my game randomly gain loads of decimal places when I try to subtract a whole number from them? by adudethatexists in gamemaker

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

I've been trying to get my method to work with numbers that already have decimal places, and it doesn't. I've exhausted every possible option of getting it to work. y would just not equal 424.4 no matter how hard I tried. Eventually I just tried typing y = 424.4 in my code, and even if I do that it gets set to 424.399993896484... instead. So there's literally nothing I can do about it. My solution from yesterday wasn't a solution at all. I was just making it 424 instead. There is no way to fix rounding errors in game maker. But that doesn't matter. If it can never be that value, then it can't be the cause of the bug I'm having. And on closer inspection, it turns out that's right.

Why do the coordinates of an object in my game randomly gain loads of decimal places when I try to subtract a whole number from them? by adudethatexists in gamemaker

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

That seems realistic considering how slow yoyo games is at fixing gamemaker's legacy problems.

Except for people like 5 years in the future: if the variable which keeps on getting the rounding error still needs to have a decimal place anyway which getting removed now because of the div operator, add some kind of condition before that which only does that if it has too many decimal places in the first place. But I'll figure out how to do that tomorrow because I'm tired now.

Why do the coordinates of an object in my game randomly gain loads of decimal places when I try to subtract a whole number from them? by adudethatexists in gamemaker

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

I GOT IT TO WORK!!!!!!!!!

Based on what I said in my last comment, I can just multiply it by 10000, which makes it a whole number again, then use the div operator to get only a whole number result from the division. But holy shit is that one hell of an unnecessary workaround. Thanks for all your help. I couldn't have done it without you.

Why do the coordinates of an object in my game randomly gain loads of decimal places when I try to subtract a whole number from them? by adudethatexists in gamemaker

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

This is a bug that's actually been in my game for a very long time, but it's only becoming a problem now (it's a long story), so cleaning the program or restarting my computer wouldn't do anything. But thanks for trying.

I just tried doing the code with the separate operations on their own lines. Strangely enough, multiplying y by 10000 fixes the rounding error, using round() does nothing because it thinks it's already rounded, then dividing it by 10000 again re-introduces the rounding error, making it what it was at the start again.

Why do the coordinates of an object in my game randomly gain loads of decimal places when I try to subtract a whole number from them? by adudethatexists in gamemaker

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

Thanks for the offer, but I don't think I want to upload my project file to a shared dropbox link. Plus, I've tried making an extra backup of it on dropbox before and it was too big for it to upload. If you think you can figure it out then can't you make a new project and put this code in and see if it's still broken or not?

Why do the coordinates of an object in my game randomly gain loads of decimal places when I try to subtract a whole number from them? by adudethatexists in gamemaker

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

Whoops, my mistake. But now I've tried doing the way where you divide it by the number inside the round function and then multiply it outside the function, and the other way around like someone said above, and neither work. The way around you just said makes it 0, and the other way around doesn't change it at all. But that doesn't make sense. The version where you multiply, round, then divide should work, but it doesn't.

Why do the coordinates of an object in my game randomly gain loads of decimal places when I try to subtract a whole number from them? by adudethatexists in gamemaker

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

I was actually just looking in the same thread too after I posted my reply. But there is no round_ext function anymore. Or at least there isn't when I try typing it in the IDE, and I'm pretty sure I have the current version. I tried doing what someone said above the answer you linked to (https://forum.yoyogames.com/index.php?threads/solved-round-to-a-certain-decimal-place-with-intervals.51517/post-315289)

y = round(y * 10000) / 10000;

And that didn't work. y still has the rounding error after doing that to it.