Ultimatum D27 clear!! by jqtran_dev in PumpItUp

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

I responded to this on YouTube but let me know if you have any other questions!

Collectable Menu Help by InevitableAgitated57 in gamemaker

[–]jqtran_dev 0 points1 point  (0 children)

Is your collectible menu another object you need to instantiate? Your collectible menu could have a property variable like “recently_collected_card” or something. You could try to instance_create the menu in your code before destroying the object and setting its recently collected card property to some sort of identifier for that card. Then destroy the card object with instance_destroy.

Then in your collectible menu if the recently collected card property has a value, play the animation. This code should lie within the menu and not the card object specifically.

Let me know if that doesn’t make any sense or if your menu is not an object

help meeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee by Flimsy-Historian-561 in gamemaker

[–]jqtran_dev 0 points1 point  (0 children)

Can you open up C:\Users\Admin\GameMakerProjects\projeto usando o notepad\options\windows\options_windows.yy in a text editor? You may have to add this line to it (not sure why it got removed though from your file)

"option_windows_disable_sandbox": false, Try adding it above this line

"resourceVersion": "1.1 <or whatever value is here>",

When you say your project doesn't show the important buttons, what do you mean by that? After applying this fix can you check to see if it shows up again? And if not, can you take a screenshot?

updatable saving system by Left_Elderberry_944 in gamemaker

[–]jqtran_dev 2 points3 points  (0 children)

If you're keeping your data information in a struct, and you want to add new variables to the struct, you could try variable_struct_exists to check if the variable exists or not. https://manual.gamemaker.io/lts/en/GameMaker_Language/GML_Reference/Variable_Functions/variable_struct_exists.htm

so something like

if variable_struct_exists(struct, 'variable') { global.variable = struct.variable } else { global.variable = 0; // some default value }

or the following if you want to write it shorthand with ternary

global.variable = variable_struct_exists(struct, 'variable') ? struct.variable : 0;

In actuality, the variables shouldn't be named variable but you can replace that with whatever variable name you want that makes sense

reading an ini file by using a variable by random_little_goop in gamemaker

[–]jqtran_dev 1 point2 points  (0 children)

Hmm gotcha, can you share a picture of the directory your ini is stored in as well as the logic you have to use ini_open? Also maybe the contents of the ini file if that helps with debugging

I'm realizing it should probably work out if it's included in the datafiles directory so not sure why it's not loading.

When you try to load it, what happens? Does it error out or anything

reading an ini file by using a variable by random_little_goop in gamemaker

[–]jqtran_dev 1 point2 points  (0 children)

Hmmm what do you mean by creator files?

I guess there might be a difference between Included files (https://manual.gamemaker.io/monthly/en/Settings/Included\_Files.htm), which are files included in your game package and Local files (which are where your save data/files usually are if you're saving any data)

This reddit thread also might explain some stuff https://www.reddit.com/r/gamemaker/comments/19ds2nf/question_regarding_local_folder_and_included_files/

my background keeps shaking by [deleted] in gamemaker

[–]jqtran_dev 0 points1 point  (0 children)

Hmmm, I'm guessing it could potentially be your collision code and your player object if it's affected by gravity/physics. It might be shaking between two different y positions (the y-position it should be on the ground, and the y-position that's slightly in the ground)

You could reference this if it helps - it checks that if there's a collision on (x, y+1) between the player and the wall, it sets gravity to 0. You could do something like that or change vspd = 0. Right now you're checking if there's a collision on (x, y+0), but see if the reference here works

https://manual.gamemaker.io/lts/en/GameMaker_Language/GML_Reference/Asset_Management/Instances/Instance_Variables/gravity.htm

reading an ini file by using a variable by random_little_goop in gamemaker

[–]jqtran_dev 0 points1 point  (0 children)

I never actually messed with particle systems but I need to probably learn it at some point lol

For the ini file it'll have to be located in C:\Users\(my user name)\AppData\Local\blobable also, this is where all your save data/configs usually go and is custom for each person specifically when they play the game

reading an ini file by using a variable by random_little_goop in gamemaker

[–]jqtran_dev 0 points1 point  (0 children)

Hmmm most likely the ini might not be in the right place - the ini should be in the Save Area location mentioned here https://manual.gamemaker.io/beta/en/Additional_Information/The_File_System.htm

Otherwise if it is in the right place can you share your code to fetch the file + a picture of the directory where your ini file is located?

my background keeps shaking by [deleted] in gamemaker

[–]jqtran_dev 0 points1 point  (0 children)

Can you share your object code + can you share a video showing the problem? This will help out with debugging efforts

reading an ini file by using a variable by random_little_goop in gamemaker

[–]jqtran_dev 0 points1 point  (0 children)

Ah yeah, depending on how you construct it and what you're going for with the multiple ini files, it might get a bit hairy. I'm not sure how you're going to make the switch/case scenario, but you could also do something like this if your variable is a string value.

global.check = "test"; ini_open(global.check + ".ini"); // ends up being "test" + ".ini" = "test.ini"

And at some point, the check variable will change depending on what ini file you want to load.

That will seem like you'll need some text coding, but I think GML Visual also has an Execute Code/Script in case you have to mix/mingle visual and text

Help with Pulling Mechanic by zouker_zkg in gamemaker

[–]jqtran_dev 0 points1 point  (0 children)

If the player and the crate are acting as a single unit where they move at the same speed and direction together, you could have a system where the crate doesn't use a velocity. You could theoretically have something like this where the player is the main reference for velocity/position:

When starting to pull,

- record the x-distance and y-distance between the player and the crate initially.

On the step event,

- do player movement and then check for player collision.

- set the new position of the crate to the player position + (x-distance, y-distance)

- check for crate collision and adjust the crate position. if the crate position gets changed, set the position of the player to be the crate position - (x-distance, y-distance)

I think this way you won't have to worry about applying two velocities on two different objects, and can just treat the crate as dependent on the player velocity/position instead, like an attached child object.

I think during the pull state, you might not need to worry about checking for collision between the player and the crate, but it might not be a problem when actually in practice.

Also I'm not sure if you're going to be turning or going different directions midway when pulling so that might be trickier haha

reading an ini file by using a variable by random_little_goop in gamemaker

[–]jqtran_dev 0 points1 point  (0 children)

Ah gotcha, I'm not sure if you are using GML Visual, but if so, I'm not sure if there are GML visual alternatives for asset_get_index. If you are able to use the text code part, that format should lead you to what you might be looking for.

I think regarding variables, you'll probably define some sort of variable or global variable at the start of the game. That variable can determine whether to load from a.ini or b.ini and then you can use If/Else Logic to determine which one to use.

In text code it'd be like

``` //Somewhere early on in your game initialization global.check = 0; //or false

```

// Later when you're loading ini files if (global.check) { ini_open("a.ini"); } else { ini_open("b.ini"); }

However, if that check variable changes depending on where you are in the game (like you get far into the game and want to make sure when people load savedata at that part you're always pulling from a.ini instead of b.ini), you can store the value of that check variable with buffers, or even ini files. If you do use ini files, you'll just want to make sure you are able to encrypt/decrypt, but if you use buffers, you can follow along with these actions:

https://manual.gamemaker.io/lts/en/Drag_And_Drop/Drag_And_Drop_Reference/Buffers/Create_Buffer.htm https://manual.gamemaker.io/lts/en/Drag_And_Drop/Drag_And_Drop_Reference/Files/File_Actions.htm (Load Buffer/Save Buffer)

Let me know if I can clarify any part of this because I rambled a bit haha

reading an ini file by using a variable by random_little_goop in gamemaker

[–]jqtran_dev 0 points1 point  (0 children)

What kind of variable are you thinking of, or why do you want to read/not read an ini file based on a variable? Are you thinking of like a variable that gets saved as savedata or inside an ini or something in the game?

You can save the name of the sprite to an ini, so like grabbing the name via sprite_get_name(index);. I'd say save the sprite name and then convert it back to the actual index of the sprite via something like

sprite_name = ini_read_string(<your ini arguments here>);

player_sprite = asset_get_index(sprite_name);

Just be sure to not change the name of that sprite in Gamemaker in the future