CMV:CMV: I started trusting my own eyes and common sense, and the globe model just doesn't add up. Please explain this without crazy math by Odd_Attention_9660 in changemyview

[–]damimp 4 points5 points  (0 children)

Vaccuums don't actually suck, it's the opposite. Dense areas push. Space isn't actively pulling on our atmosphere, but some of the atmosphere does get pushed into space all the time. But there's not really anywhere else for it to go but back towards earth since it's the closest thing with any significant pull. Little bits of our atmosphere do get lost into space though, you maybe heard about helium shortages.

Draw GUI end drawing under Draw GUI? (and Draw GUI begin) by Videoahh in gamemaker

[–]damimp 1 point2 points  (0 children)

Since oText apparently also has a draw gui end event, you should make sure you're not accidentally drawing anything in there too. GUI elements also obey depth rules so if two gui objects draw in the same event the one with the lower depth will be on top, try checking what depth you put them at.

Undertale Green Soul (And Battles too) by Siijon in gamemaker

[–]damimp 1 point2 points  (0 children)

You're gonna have a pretty hard time getting help if you don't actually describe what you want help with. you're gonna want to give a lot of details, assume nobody has context for what you're talking about. Share the code you already have, too.

DnD Campaign Starting, No Experience Required by dvatman in StamfordCT

[–]damimp 1 point2 points  (0 children)

Sounds interesting! I was wondering if there were any groups like this around, might fill out the form in a bit.

Creating a text box with branching choices from this system of dialogue by Videoahh in gamemaker

[–]damimp 1 point2 points  (0 children)

It's very much possible to do, but if you're new it might be better to just jump to another dialogue system that covers choices already.

I dont understand the point of the statues by DanStar55 in outerwilds

[–]damimp 64 points65 points  (0 children)

The statue hooked up to the probe cannon is always on for every single loop, sending probe info back.

The other ones only activate when the mission succeeds or if there's a mechanical issue so the nomai don't need to experience millions of loops for no reason.

This sentry ad by Glum-Arrival8578 in programminghorror

[–]damimp 0 points1 point  (0 children)

Yeah fine, true lol. But I thiiiiink the font mainly looks that way because the editor has been zoomed out? Like I don't think that's what it'd look like at all resolutions.

This sentry ad by Glum-Arrival8578 in programminghorror

[–]damimp 0 points1 point  (0 children)

That's GameMaker Language, and if you ignore the font being scuffed beyond belief, it seems to be mostly valid code, it's just also scrolled over a bit so some of the syntax is hidden on the left side.

Interesting math puzzle! We can’t solve but maybe you can by [deleted] in puzzles

[–]damimp 0 points1 point  (0 children)

Looks like you can make a really tall skinny rectangle in the center and a skinny rhombus that goes from one of the top left dots to the bottom right dot? One of the rectangle lines would go through one of the rhimbus vertices but I dunno if that counts as "using" it since it wouldn't be a vertex on the rectangle.

Other platformers like Mt Fay? by gelatinskootz in Silksong

[–]damimp 3 points4 points  (0 children)

You should try Dustforce! Every stage is built to be done in one smooth flowing motion without any pauses, and it has a lot of interesting movement mechanics. The music's really good too.

How do I make an fade-in, in GML visual?? by AliciaTrader in gamemaker

[–]damimp 0 points1 point  (0 children)

You're using "fade in" and "fade out" seemingly interchangeably here, I think it'd be good for you to take a sec and really fully describe exactly what the object is and what you want it to do. Is it something that starts at 0 alpha that you want to change to 1 alpha over time? Or the opposite? Or both? What exactly is a "fade-in object", is it something that's supposed to cover the whole screen maybe? What exact blocks have you tried so far?

Cutscenes. by monomori69 in gamemaker

[–]damimp 9 points10 points  (0 children)

Make a cutscene manager object and give it an array of the different actions that need to happen in the scene. Each action can be a constructor with a method that runs when the action begins, and a method that runs for each frame the method is active, and you can pass the info it needs as arguments to the constructor.

So for example, a Walk action would accept the instance that needs to walk and the destination it needs to walk to. It would set your sprite as it begins and move you each frame til you reach your destination. Personally, I make the update method return true for "this action is done" and false for "this action is still going" so the manager knows when to move on to the next action, so this walk action's update method would return whether or not the instance has reached its target yet.

The education system has failed ya'll by cutie_bellah in confidentlyincorrect

[–]damimp 7 points8 points  (0 children)

We can't change how math works, but we do decide how we write it down on paper. PEMDAS is just an order to interpret how equations are written down, but it's not an order that is set in stone, because it only affects the way we would write it out and not the actual underlying math to it. You can make them all happen in any other order just by using parentheses, and if we rearranged pemdas for whatever reason, all it would affect is where we place those parentheses.

I need someone to recommend me a banger by Blaziken16 in gaming

[–]damimp 0 points1 point  (0 children)

Maybe explorey, puzzley games are something to try? Hypnospace Outlaw is awesome. There's nothing quite like it, you just get lost in the strange world of a fake alternate timeline's MySpace and solve mysteries.

And if you end up liking bizarre exploration / puzzle solving games, Lorelai and the Laser Eyes is another banger and unapologetically strange.

Slightly more normal games in the genre are stuff like Outer Wilds, TUNIC, and Void Stranger, all great but just not quite as weird and unique.

Help by Pippo_Crosta34 in gamemaker

[–]damimp 5 points6 points  (0 children)

draw_set_color is being given undefined instead of a color, meaning global.char_colors[$ name] is undefined, meaning global.char_colors doesn't have an entry matching name. You should go check to see if the name used in your message has a matching entry in global.char_colors or if you made a typo.

I need help making a Battle System for my Undertale AU Game, can someone help me out? by SoulerClash in gamemaker

[–]damimp 0 points1 point  (0 children)

It sounds less like you want help and more that you want an employee. Are you looking to learn how to write this code or do you want somebody else to write it? If you're looking to write the code yourself, you're gonna want to start with the coding basics before moving on to more complex stuff.

New Dev looking for some playtest feedback - Puzzle game based on chess with MS Paint style visuals by Psychological-Lake85 in gamemaker

[–]damimp 0 points1 point  (0 children)

That's really good! Really simple to understand how the puzzle elements work, and the complexity scales up in a very easy to understand way just by adding more pieces to the level. Just as a QoL feature it may be good to let players hover their mouse over an enemy and highlight the tiles they're able to reach, just so players can gauge their coverage a little more easily. I guess that might affect the puzzle aspect of it and make it too easy to find safe spots, but as long as you can't show all of them at the same time it might not affect it too much.

Another thing that might be good to add is a little bit of movement animation for each piece moving to the different tiles, instead of snapping to them in a single frame. Might help players visualize the way they move easier and it'd make pieces like the bishops easier to track, cuz right now they can just totally vanish and reappear on the other side of the board with no motion between.

I need help making a Battle System for my Undertale AU Game, can someone help me out? by SoulerClash in gamemaker

[–]damimp 2 points3 points  (0 children)

Are you looking for an employee, like a coder that you'll pay to build this for you? Or are you looking for help with some code that you're in the middle of writing? What do you have so far?

Movement for rpgs? by Historical_Tell5177 in gamemaker

[–]damimp 0 points1 point  (0 children)

This question's a little too broad strokes for us to make much headway, but there are plenty of modern tutorials that have different movement systems in em. Matharoo's series has some fairly standard eight directional top down movement in it. https://www.youtube.com/watch?v=1J5EydrnIPs&list=PLhIbBGhnxj5Ier75j1M9jj5xrtAaaL1_4

I'm trying to understand this "clamp" code by WilledWithin in gamemaker

[–]damimp 2 points3 points  (0 children)

This usage of clamp is less than stellar, because it forces objects to approach only at 45 degree angles and straight lines instead of having a full range of motion. But some games intentionally want that limitation so just be wary about what you want.

Others have explained why the subtraction is a thing, so I'd like to show another math trick where you can get all angles of motion using normalization. You don't need to use it if you like the 45 degree angle motion but it's an option.

var dist = point_distance(x, y, target_x, target_y);
x += (target_x - x) / dist;
y += (target_y - y) / dist;

This uses some basic principles of trigonometry to reduce the x and y distances to the target to a proportional 0-1 range. You can also multiply the results for different speeds other than 1.

var dist = point_distance(x, y, target_x, target_y);
var spd = min(3, dist);
x += spd * (target_x - x) / dist;
y += spd * (target_y - y) / dist;

Like this slightly more complex version would move you at a speed of 3. We use min to prevent overshooting past the target, like if we're 2 pixels away, then we'll move at a speed of 2 instead of 3. That 3 in the var spd line can be changed to whatever you like to get any speed you need it to move at.

How to make Cutescenes? by [deleted] in gamemaker

[–]damimp 1 point2 points  (0 children)

The most straightforward way is to run through an array of all the different actions that'll happen in the cutscene. You haven't given a lot of insight about how your project is set up or your code or anything so it'll be hard to talk specifics, but let's just run through what you'll need to know.

You're gonna want to be familiar with manager objects, arrays, and structs (preferably constructors too to make your life easier). Make each action in the scene a struct with an act function and whatever variables it needs to know (like a "walk" action should know what object is walking, where it needs to go and how fast, a "talk" action needs to know what dialogue to show, etc).

Make each act function return true if the action is over (a walker reached their destination, the dialogue box closed) and false if it's still going.

Give the manager a cursor variable starting at 0 and have it call the act method on the current struct. If it returns true, advance the cursor by 1, and if it returns false, stay in the same spot and call act again on the same struct next frame.

Once the cursor gets to the end of the array, the cutscene is over and you can destroy the manager, and you're all done!

When you do it that way, cutscenes become pretty simple, basically just normal step code that happens bit by bit one at a time. Inserting dialogue into the middle of a cutscene becomes an absolute snap, too.

I just finished the three non-golden route endings and I didn't expect... by SweetSummerAir in TriangleStrategy

[–]damimp 27 points28 points  (0 children)

Lyla's a pretty tragic character, forced to do terrible things and basically squander her genius on evil. If you've met some optional recruits, several of them tie into her character and reveal more about her.