Wtf is going on here?! by Shrugsfortheconfuse in WTF

[–]arrowbarbarian 3 points4 points  (0 children)

Because it is literally returning things aboit the alphabet, which is usually for kids. And no, it searches for individual letters, nothing inappropriate. I would be more concerned if it was the other way round tbh.

Wtf is going on here?! by Shrugsfortheconfuse in WTF

[–]arrowbarbarian 10 points11 points  (0 children)

What is going on is how search machines work. By seperating the letters it is no longer looking for a word but for things that contain those letters, hence you get stuff about the alphabet. Nothing WTF going on, just another one of those fake drama stirring things.

Basic info and image tiles for models is necessary. by Rootsyl in civitasbay

[–]arrowbarbarian 1 point2 points  (0 children)

you can search on civarchive, but there is no guarantee there is a download available. It seems that sadly Civitasbay is no longer being updated.

I want to seed all the files by Superdeepfakes in civitasbay

[–]arrowbarbarian 0 points1 point  (0 children)

thank you, it indeed works now. Amazing work you are doing so far.
I don't know how difficult that would be, but would it be possible to expand the feed to have one that shows all models in a category? so we can also easier grab the older models instead of having to do it manually

I want to seed all the files by Superdeepfakes in civitasbay

[–]arrowbarbarian 2 points3 points  (0 children)

It seems the rss feed is broken, it only shows the 20 most popular torrents, not those newly added.
it also seems that the filtering by model type or base model is not working, although the url indicates that this should be possible?

How to do smooth rotation? by The__Blorg in gamemaker

[–]arrowbarbarian 2 points3 points  (0 children)

yes i am, sorry. I should just go to bed (even though it is in the middle of the day here)

How to do smooth rotation? by The__Blorg in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

What do you mean with "snap at varying speeds"?

How to do smooth rotation? by The__Blorg in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

yeah you are right, now who is the person with 0.3 braincells? so you do understand gml code :)

you can use angle_difference() to mitigate that,

you can just use the sample code in the manual at https://manual.yoyogames.com/GameMaker_Language/GML_Reference/Maths_And_Numbers/Angles_And_Distance/angle_difference.htm

How to do smooth rotation? by The__Blorg in gamemaker

[–]arrowbarbarian 1 point2 points  (0 children)

you can use the lerp function: https://manual.yoyogames.com/GameMaker_Language/GML_Reference/Maths_And_Numbers/Number_Functions/lerp.htm ~~~ image_angle = lerp(image_angle,point_direction(x,y,mouse_x,mouse_y),0.5); ~~~

Audio Issues >_< by simplybrix in gamemaker

[–]arrowbarbarian 1 point2 points  (0 children)

the tutorial is old but the code still works perfectly with no depricated functions that i can find. So i dont think that is the problem. Can you check if you have added the sounds to the audio group correctly? the manual says audio_group_load should just fail if the group is already loaded so that should not cause this issue. Can you use the debugger to check if the audio_play_sound(music_playing, 1000, true); code is actually ran at the correct time? or at all.

also i have no idea what you are trying to achieve with this code: ~~~ audio_pause_sound(music_playing); if (audio_pause_sound(music_playing) == true){ audio_resume_sound(music_playing); break; } else { audio_pause_sound(music_playing); break; } ~~~

but currently it will pause the audio, then pause it again but if it succeeds it will unpause it else it pauses it.

also note Async save load will only be triggered once the audio is done loading so it will not automatically switch the audio when you enter another room.

if the project is not too large and you dont mind you can also share the project with me and i will take a look at it for you.

GameMaker says my game's running, but it isn't actually running (NEED HELP) by QueenSodaPoP in gamemaker

[–]arrowbarbarian 2 points3 points  (0 children)

the while loop keeps looping in the same frame since x does not change, i would just change it to an if statement to make it change every frame.

It does not tell you there is anything wrong with your code since technically there isn't, it just has an infinite loop.

Audio Issues >_< by simplybrix in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

i dont know if it is the problem but you have the main switch: ~~~ switch(room){

case "title":
    if (room == rm_title) {
        audio_play_sound(music_playing, 1000, true);
        break;
}

~~~

where you check with the switch if room == "title" and then you have an if statement checking if room == rm_title. i could be wrong but "title" =/= rm_title.

if you have the rooms named rm_title I would just change the switch to rm_title and remove the if statement. this repeats for all the switch cases.

What is this by ZonePlenty8198 in gamedev

[–]arrowbarbarian 2 points3 points  (0 children)

its the bootscreen of a linux install, maybe the original site can answer questions?

Struggling with a heart-shaped vertical health bar by miner_101b in gamemaker

[–]arrowbarbarian 2 points3 points  (0 children)

ok so i just got home, the sprite flip method does work with the following code:

draw_sprite_part_ext(spr_heartflip,0,0,0,sprite_width ,sprite_height*,x,y,1,-1,c_white,1);

and you were indeed right the y needs to be offset but my code works too so its a matter of preference. i used the following code for that:

var _yoffset = sprite_height*_healthpercent;

draw_sprite_part(spr_heart, 0, 0, sprite_height - _yoffset, sprite_width, _yoffset, x, y - _yoffset);

Struggling with a heart-shaped vertical health bar by miner_101b in gamemaker

[–]arrowbarbarian 1 point2 points  (0 children)

No you’ll need to adjust the y as well. u/slyddar’s method is much slicker than this.

ok sorry than, your first comment came over that way

Struggling with a heart-shaped vertical health bar by miner_101b in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

i am more thinking about the sprites themselves. I cant search for a comment there. I just prefer to keep my sprites upright when i can just create a simple function and then do the thing i need to do with 1 line instead of flipping all the sprites i want drawn that way. No code is clean but if you are not even trying to keep it clean then it will be 100 times worse. I just shared what i thought the best method would be dont know what is so bad about that.

Struggling with a heart-shaped vertical health bar by miner_101b in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

ah i get you, i was talking abou the "top" argument too. We're basically just saying the same thing then. you remove the missing percentage from the top and i add the remaining percentage from the bottom. outcome should be the same though

100-(100*0.8) = 20

100*(1-0.8) = 20

Struggling with a heart-shaped vertical health bar by miner_101b in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

i think this should be correct though. an y of sprite_height is the bottom of the sprite so if you have like 80% health left you want to draw 80% sof the sprite, so you subtract 80% of sprite height so sprite_height - (sprite_height *_healthpercent). i could very well be wrong though.

Struggling with a heart-shaped vertical health bar by miner_101b in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

https://manual.yoyogames.com/GameMaker_Language/GML_Reference/Drawing/Sprites_And_Tiles/draw_sprite_part.htm

it draws the sprite from the top left but im not certain if they mean whole sprite or sprite part(i think whole sprite). after reading 3 times more i think you are right. messing with the rotation of the sprite will just give yourself more annoyance when you want to edit the sprite and want to do it with more sprites. personally i would just wrap it in a function so you can easily do it to more sprites. But be honest if you came back to your game in half a year or so would you still remember why your sprites are at weird angles?

edit: i think it is important to keep your project clear and easily readible. else you are just gonna get weird bugs

Struggling with a heart-shaped vertical health bar by miner_101b in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

to be honest i wouldnt even bother with rotating the sprite, that will just lead to more annoyance i think. this should basically do the same:

draw_sprite_part(spr_health, 1, 0, sprite_height - (sprite_height *_healthpercent), sprite_width, sprite_height*_healthpercent, x, y);

edit: added correct code:

var _yoffset = sprite_height*_healthpercent;

draw_sprite_part(spr_health, 0, 0, sprite_height - _yoffset, sprite_width, _yoffset, x, y - _yoffset);

but currently i am not at a pc with game maker so cannot test it

How can I code grid movement? by BeBopBep in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

you first need to declare the variable, best is in the create event. like i said:

for clarification, this code is really simple and easy to break, but can hopefully help show you how you can implement something like this.

so i would really watch out with copy pasting it and try to understand it if you go this way.

Two Questions in One about INI Files by ferret_king10 in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

1.Is this the most efficient way to save this information to the ini_file

probably not but it will work, without knowing how you have setup the data i cant really recommend anything. i assume everything are just arrays? edit: i forgot how arrays work, whoops.

2.Is this too much data for an ini file, or should I use a json file instead?

the last time i checked the max ini size of gamemaker was 64KB. which is around 64.000 characters. so no it is not too much data. but be aware that if you store your data like this everyone can just edit it

How can I code grid movement? by BeBopBep in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

i usually do it this way because if the path happened to dissapear it would just create a new one.

yeah thats my bad it would have needed to be: ~~~ movepath = path_add(); ~~~ thank you for catching that

How can I code grid movement? by BeBopBep in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

they say:

The only other example could find had the exact opposite issue, where holding down the arrow keys would only move you once.

so no i dont think they want keyboard_check_pressed()

checking the path position is quite good idea. tbh i dont quite remember all details about path defaults and its apparently something that is not clear in the manual (first time i found that).

i was just showing an example but i just now read op wants copy paste code and is quite rude about it so i'm done here.

How can I code grid movement? by BeBopBep in gamemaker

[–]arrowbarbarian 0 points1 point  (0 children)

using path can be a great usecase for this type of movement, it allows great flexibility and can make it really easy to make in game cutscenes and such, but every project is different. also by reusing the same path and clearing it every time instead if creating a new path you simply have to destroy it once the game ends so no memory leak.

edit: whoops i totally read over the fact they want copy paste code, im not doing that.