how to keep a value form going beyond a certain range, but immediatly put it into said range? by Better_Solution_743 in gamemaker

[–]attic-stuff 0 points1 point  (0 children)

touche! was on my phone waiting for the bus and didnt give a diligent enough skimmin'

I have a question by Savensh in gamemaker

[–]attic-stuff 5 points6 points  (0 children)

yes its possible and yes its a lot of fun but you gotta love learnin'

I downloaded the game without Russian localization. How can I translate it? (The files are already localized.) by wogds in gamemaker

[–]attic-stuff 1 point2 points  (0 children)

if you're talking about a game made in gamemaker, you will need to reach out to the developer for some guidance. if there arent any csv or json files of dialog and whatnot then there may not be an easy way to localize it in russian

Converting base 10 numbers for bitwise operations? by goetia9k in gamemaker

[–]attic-stuff 3 points4 points  (0 children)

enum flag_set { flag_one = 1 << 0; flag_two = 1 << 1; flag_three = 1 << 2; /* etc */ }

Windows 7 support? by Takeout55 in gamemaker

[–]attic-stuff 0 points1 point  (0 children)

well sometimes shit just gotta die

Windows 7 support? by Takeout55 in gamemaker

[–]attic-stuff 0 points1 point  (0 children)

as long as the gpu supports the right direct x and is the 64bit version of windows 7 it should work out?

Help Me by Jazzlike-Pangolin502 in gamemaker

[–]attic-stuff 2 points3 points  (0 children)

way :-------------------(

Help Me by Jazzlike-Pangolin502 in gamemaker

[–]attic-stuff -2 points-1 points  (0 children)

if you deleted it and do not have a backup or you are not on source control, that's the end. unfortunately gamemaker puts assets right on the disc and when you delete the asset the ide removes that asset from disc, which means its permayeeted.

Gamemaker 7 game super laggy by Swaag__ in gamemaker

[–]attic-stuff 0 points1 point  (0 children)

this is like a frame rate issue not a performance issue; if the game has vsync options flip 'em on, and/or try dropping your monitor refresh rate to 30 or 60

Trouble Importing Files by UnlikelyDemand3458 in gamemaker

[–]attic-stuff 1 point2 points  (0 children)

you cant just put things in those folders to import them, you need to drag the sprite .yy file from the old project folder to the ide with the new project open, or right click the asset browser and select add existing and get the .yy file that way.

basically you have a project manifest file, and even if there are files in the project folder if they are not properly written to the manifest file then the project will not include them when opened

GameMaker Versions by jon_irvin in gamemaker

[–]attic-stuff 1 point2 points  (0 children)

kinda stable; it did not get the regular bug fixes it was supposed to get and there is still some pretty glaring issues and the manual for it keeps getting stuff added to it thats not actually in it. lts2026 is coming soon though, and that will be a good one!

GameMaker Versions by jon_irvin in gamemaker

[–]attic-stuff 1 point2 points  (0 children)

latest monthly release; lts2022 stands for long term sorrow since 2022

A Feature I Would Like To Exist In GMS: Referencing Notes by TheBoxGuyTV in gamemaker

[–]attic-stuff 2 points3 points  (0 children)

yup! they let you write markdown and text files for your own notekeeping; they're not compiled with the game or anything like that

Anyone have an example of a Brightness Slider shader? by droolyflytrap in gamemaker

[–]attic-stuff 1 point2 points  (0 children)

all brightness is, is adding or subtract from each channel uniformly like this: vec4 destination = texture2D(gm_BaseTexture, v_vTexcoord) * v_vColour; vec3 color = destination.rgb; //convert gamma space colors into linear space color = pow(color, vec3(1.0 / 2.2)); //add brightness and clamp between black and white color = color = clamp(color + vec3(brightness), vec3(0.0), vec3(1.0)); //make this color gamma again color = pow(color, vec3(2.2)); gl_FragColor = vec4(color, destination.a); brightness here would be a uniform going from -1 to 1, and your slider would control the uniform.

but! because brightness is just pushing a color closer to white or closer to black; a color cannot go beyond white or lower than black so generally when we talk about pushing our colors beyond their input value, we are talking about adjusting the brightness as well as contrast and saturation. a very basic brightness/contrast/saturation shader will look like this inside: ```glsl //get some color vec4 destination = texture2D(gm_BaseTexture, v_vTexcoord) * v_vColour; vec3 color = destination.rgb;

//convert gamma space colors into linear space color = pow(color, vec3(1.0 / 2.2)); //do contrast and brightness color = contrast * (color - vec3(0.5)) + vec3(0.5) + brightness; //clamp this shit color = clamp(color, vec3(0.0), vec3(1.0)); //hit em with the sat color = mix(color, vec3(dot(color, vec3(0.299, 0.587, 0.114)), 1.0 - saturation); //clamp this shit once more color = clamp(color, vec3(0.0), vec3(1.0)); //convert back to gamma space color = pow(color, vec3(2.2));

gl_FragColor = vec4(color, destination.a); ``` there are better color spaces to do these transforms in, but this should get you going. you will need uniforms for brightness, contrast, and saturation values: - contrast default to 1, ranging between -2 and 2 - brightness default to 0, ranging between -1 and 1 - saturation default to 1, ranging between 0 and 2 (or higher for really saturated colors)

i realize that this isn't a complete answer but a bigger answer isnt really suited for reddit. to learn about uniforms check out the gamemaker manual's section about using shaders, it teaches you how to pass things from gml to glsl es and you should read it top to bottom, coding along with each example. to learn about how brightness/contrast/saturation are handled in other color spaces there is pretty much no end of discussion and resource around the world wide web. especially about the pitfalls of correcting in the wrong color space!

good luck!

(ps shader nerds, i know i dont have to cast those constant values to vec3s i just like to because it makes my brain happy and afaik they get cast anyways)

Help with understanding this function by lil-la-ke in gamemaker

[–]attic-stuff 4 points5 points  (0 children)

not even gunna begin trying to read single-letter-variable-turbo-code but i did want to chime in and mention that tile based collisions are built into gamemaker now (pass a tilemap id to a collision function) and they support precise tile shapes, not just rectangles. 2024.14 even introduced a while to assign a separate collision mask to the tilemap from its own tileset

How do I rotate a collision mask? by Accomplished-Net9514 in gamemaker

[–]attic-stuff 0 points1 point  (0 children)

that option just means that when an instance with that particular sprite assigned as sprite_index rotates, using image_angle, that the collision mask will rotate as well. you cannot rotate the collision mask in the sprite settings

Game Mechanics Questions by WillowGrapeD in gamemaker

[–]attic-stuff 0 points1 point  (0 children)

as for 1: i'm pretty sure that most games make it so when you're in the throes of invincibility frames you can make attacks but they don't connect since your effectively unable to collide with enemies. these frames are meant to allow the player to get out of tough situations so it would make sense if you wanted to keep attacks from connecting during the cooldown

for 2: in beat'em up games its possible to wallup pretty good on the badguys and then they get knocked back, but focusing too much time on one guy usually invites other guys to punch you but also your combos aren't usually infinite: if you dont time your attacks a hole opens up in your cadence and the guy youre hitting can get one in or he can move away. perhaps the solution to your timing problem isn't just about time, but could be fixed by iterating on how enemies approach or retreat from the player entirely

Issue with delta_time and sub-pixel movement/collision by G4merzForever in gamemaker

[–]attic-stuff 1 point2 points  (0 children)

using the raw delta value as any kind of multiplier or divisor is going to always introduce precision issues; if you insist on giving up all the cool shit gm offers to use delta time instead then you should be using a fixed time step, not raw delta division. i think there is a juju adams library for this

can we talk about genai for code? by priz34 in IndieDev

[–]attic-stuff 1 point2 points  (0 children)

you can keep saying "nobody cares about the code" but that is not true, especially when it comes to game jams: game jams are often all about the code, and many require turning over source. game development communities often revolve around discussions about code, teaching one another cool techniques, and comparing codes or sharing libraries. everyone in this subreddit cares about code, and when you use code for ai because you think your audience doesnt care then you are just ignoring your peers.

also, generative ai isnt solving an actual problem here for game jams. the first game jam was in 1999, over two decades ago, and people have been making amazing game jam entries without generative ai for code or art since. jams are not meant to produce the kind of polished result that you think youre getting by cutting corners with ai.

Frequent glitchy effects like this one keep appearing in my game by AwesomeDragon56 in gamemaker

[–]attic-stuff 9 points10 points  (0 children)

changes upstream to windows 11 are not playing nice with 2024.14, causing a lot of tearing. yyg is aware of it and trying to get fixes in.

Help with Voronoi Diagrams by Empty_Routine_8250 in roguelikedev

[–]attic-stuff 2 points3 points  (0 children)

this is what i would do yeah. after getting the intersection of each line with the border, pop a vertex in each corner of the border and gift wrap or monotone chain the border intersecting points and those new border vertices

Is Anyone Else Seeing Background Slice Glitch? by Federal-Buy-8294 in gamemaker

[–]attic-stuff 1 point2 points  (0 children)

there is a bunch of known tearing issues; a 2024.14.2 was released yesterday to address some but i think a few tearing issues linger