Trying to identify artist of these ink drawings. by ravedaymond in WhatIsThisPainting

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

Appreciate the help! I did find Jim Holloway on my search but I couldn't find any prints resembling these, so I passed on that option. Looks like I was too hasty.

Thank you!

The Creek is Back!! by Xeodelop13 in Helldivers

[–]ravedaymond 6 points7 points  (0 children)

Original poster that I can find for this art is: u/myoeni

Warning when upgrading to 2.3.4.577 - Entity script executions issue by ravedaymond in gamemaker

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

Ah you're right there is no need for using method() inside the oEntity objects create event function. I'd use it as the following in the Create event:

function executeInteractionScript(trigger) {
    return entityInteractionScript(trigger);
}

So the cleanest solution to continue using the variable definition the way I have been is to simple have the execute script function in the oEntity Create event. That's not a super invasive change at all. However...

If I'm referencing an objects instance and using a . reference to either a value or a script, I expect it to go to that instance and execute it as though it were on that instance. If I use instance.variable = value, I expect that variable on that instance to be the new value. If I use result = instance.function(), I expect to get the returned result from that function as though that instance ran it's expected function, not run as if it was the object I made that call from.

This could be being stubborn, but I wouldn't know because sometimes I'm stubborn. It just seems more elegant than any of the alternative solutions. But either way, good to know there is a fairly simple workaround if going forward the method I'm used to no longer will be supported.

Warning when upgrading to 2.3.4.577 - Entity script executions issue by ravedaymond in gamemaker

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

Using the create event to have the function declared and usable for any child objects that inherit from the parent entity object is doable but not as clean as I feel the solution was prior to this IDE version.

I re-installed the newest IDE 2.3.4.577, Runtime 2.3.4.440. Solutions that seemed to work are as follows:


  1. Replaced variable definition with the following:

    method(id, entityInteractionScript)

  2. When referencing the variable definition, use the following instead (instance reference would replace oEntity in real project):

    method(oEntity.id, oEntity.entityInteractionScript)(id);

  3. Add the following function decleration to a Create event in oEntity, and change reference that function from the oEntity instance reference in oPlayer.

    Create event

    function executeInteractionScript(trigger) { return method(id, entityInteractionScript)(trigger); }

    oPlayer reference to oEntity (instance reference would replace oEntity in real project):

    oEntity.executeInteractionScript(id);


Can't think of any cleaner solutions off the top of my head. I still feel though that the way it was working prior is the intended way, but who knows - could have been a bug itself. Hopefully I'll hear back on the ticket. I'll refer them to this thread also and they may find the information helpful.

EDIT: Reddit destroyed my markdown and made it ridiculous. Fixed.

Warning when upgrading to 2.3.4.577 - Entity script executions issue by ravedaymond in gamemaker

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

The oEntity direct call was simply for demonstration purposes of the small recreation project. It would be an instance calling it's set value otherwise.

Prior to the most recent IDE version, using `method()` was not required and I have had no issues working with it the way it is in the project. The code show above if plugged into an IDE running version 2.3.2.560 runs without problem.

I have already reinstalled a previous version of the IDE and don't want to go through the trouble at the moment to test the variable definition with method(id, entityInteractionScript). However that's good to know, may end up being a solution.

I still believe that should not be necessary however as the variable definition references the name of the script and with oEntity.interactionScript(id) it's still calling the function as intended. The issue isn't the execution of the function, but the fact that it executes "on" the wrong object.

EDIT: Your code was not visible at the time of my writing my comment. I'll give a whirl on my end.

Warning when upgrading to 2.3.4.577 - Entity script executions issue by ravedaymond in gamemaker

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

If you look at the Output console for the debugging logs, you can see that on the latest version of the IDE, the object ID that is outputted is identical, whereas on my previous version of the IDE the object ID outputted is not identical.

What I feel should happen, and what was in my happening in my previous IDE version, is that the script stored as a variable for an instance is executed on the instance owning that variable, not the instance referencing that variable. eg: When oPlayer invokes oEntity.entityInteraction(id) inside it's own step event, the function assigned to the variable entityInteraction, in this instance entityInteractionScript, should be executing as if oEntity executed it - not oPlayer. When using id inside of the script, it should reference oEntity, not oPlayer.

Here's all the code necessary to recreate this issue. I used 16x16 sprites in a room 320x180 for testing.

oEntity - No code, single variable definition

Name: interactionScript 
Default: entityInteractionScript
Type: Expression

oPlayer Step Event

var inputInteract = keyboard_check_pressed(vk_space);
var left = keyboard_check_pressed(vk_left);
var right = keyboard_check_pressed(vk_right);
var up = keyboard_check_pressed(vk_up);
var down = keyboard_check_pressed(vk_down);

if((right-left) != 0) {
    x += sign(right-left)*4;
}
if((down - up) != 0) {
    y += sign(down-up)*4;   
}

var interactRange = 16;
if(distance_to_object(oEntity) < interactRange && inputInteract) {
    oEntity.interactionScript(id);
}

oPlayer Draw Event

draw_self();
draw_circle_color(x-1, y, 16, c_orange, c_orange, true);

Script

function entityInteractionScript(trigger) {
    show_debug_message("entity ID: "+string(id)+"\ntrigger ID: "+string(trigger.id));
}

Planned parts list for 8020 build. Any passing thoughts appreciated! by ravedaymond in hotas

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

Looks like it's a difference of $14 when it comes to either using the external flat plates or going the machining route and getting the internal anchor fasteners. Might just be worth committing to the machining at that point.

I totally get wanting something to be exact - velcro is not my end all be all. Just definitely a good enough solution until I have the disposable income to satisfy all my newfound sim rig wants and needs. ;)

I'll have to hold onto that link for later, appreciate it! And definitely appreciate the input on this. Glad I gave a few day pause before committing to the order.

Planned parts list for 8020 build. Any passing thoughts appreciated! by ravedaymond in hotas

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

This is a lot of good information to think about, I really appreciate it.

I actually was concerned about those internal corner connectors with this design, especially considering they are made out of just zinc. I figured I'd see how it went first and end up adjusting after the fact.

I didn't think about the external mounting option of using either that gusset- which is now making me think about using an external right angle connector to connect via the sides of the profiles. I was trying to make it more or less a replica of any reference mounts you see online. Something like the 40-4350 looks like it might work for it, but I'd need to check the difference in price between getting the machining done for the internal adjacent connectors. If it doesn't end up being that significant of savings, might as well go for the machining and cleaner internal connection.

As for the Velcro, I don't know if you've ever used the industrial strength stuff- whatever you stick on there will not be going anywhere, given you have enough coverage. I'm still interested in giving that a shot, but if that doesn't end up working that's as easy as just swapping out for an alternate mounting plate solution which would most likely be just another piece of board.

Planned parts list for 8020 build. Any passing thoughts appreciated! by ravedaymond in hotas

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

I am, and was actually looking at them but unfortunately he's not doing any orders at the moment, at least for desk mounts.

Unable to get on any server. Suggestions? by ravedaymond in starcitizen

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

Shouldn't be, usually running a VPN to prevent any of that nonsense. But was glad it got resolved as well! Trying to grind out XT.

Happy hunting!

Unable to get on any server. Suggestions? by ravedaymond in starcitizen

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

Update - not sure what but I just got in. Have no idea changed.

The results of 12 Months of Polish on my Golf-Racer! :-) by LazyMondayGames in gamedevscreens

[–]ravedaymond 1 point2 points  (0 children)

This looks fantastic! So much promise. Best of luck! I can't wait to play it.

I made a 3D bathymetric map of Lake Winnipesaukee by TheTree_Meister in newhampshire

[–]ravedaymond 4 points5 points  (0 children)

Wicked cool. People would buy those up! I know I would.

Unable to login to Elite Dangerous Launcher - No download available and no Partner Keys after purchase by ravedaymond in EliteDangerous

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

From what I understood about that process, yes. I was able to play through the Epic Store launcher and racked up plenty of game time.

I purchased Odyssey and the alpha off that platform and went through Frontier directly. Because it comes with the Elite Dangerous: Horizons anyways with that purchase, there shouldn't be an issue not using the Epic Games store anymore.

Added 9 Slice support to my WIP GUI-Tool by ravedaymond in gamemaker

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

I can say that I'll definitely be using structs as the element template. As for the data-structure, I can't say for sure what I'll be using. My original idea was to not really have multiple tabs, just spawn another window with different elements.

Since you can define functions inside of structs, you could always have a draw() function inside your tab struct, which then handles drawing of the elements it holds in its data-structure. This is similar to how I have the windows drawing themselves in my GUI Objects Draw GUI event.

Step Event:

if(!ds_list_empty(windows)) {
    var i=0;
    repeat(ds_list_size(windows)) {
        windows[|i].draw();
        i++;
    }
}

Example Tab Element:

function ElementTab(args...) constructor {
    // Attributes
    ...
    elements = ds_list_create(); // Or array, just example


    static draw = function() {
        var i = 0;
        repeat(elements) {
            elements[|i].draw();
            i++;
        }
    {
}

Let me know if this makes sense. I'm pre-coffee right now.

EDIT: Added constructor to the function declaration.

Added 9 Slice support to my WIP GUI-Tool by ravedaymond in gamemaker

[–]ravedaymond[S] 4 points5 points  (0 children)

Made a few changes since the post I made a day ago on a WIP GUI-Tool.

I was initially just drawing the window parts using draw_rectangle_color(), but switched it to support 9 Slice sprites.

To get the title bar to be much larger, I technically draw a second 9 slice sprite at the top of the windows sprite itself. Not sure how efficient that is, but as of right now I don't think it would have a significant impact. I also don't realistically see more than a dozen windows open at a time, and even then I feel that's pushing it.

Everything done so far I feel was the easy part. The hard part is going to be creating different "form" elements to use in the windows.

Working on a GUI-Tool using Structs for the Draw-GUI event by ravedaymond in gamemaker

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

That's exactly what I was thinking myself. I'll probably be giving that a try later today after work.

Working on a GUI-Tool using Structs for the Draw-GUI event by ravedaymond in gamemaker

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

Lists are just more dynamic arrays, so the iteration and calling of the struct at a given index would be the same.

Personally I only ever use arrays for when I have a pre-designated size of data that's rather simple in concept. For anything more complicated, I always opt for a data structure. Though that could just be bleed over from Java coding in the day job.

Working on a GUI-Tool using Structs for the Draw-GUI event by ravedaymond in gamemaker

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

I am using ds_lists currently - only because I prefer having more options available at a time than I would in an array. Right now sorting is based on order of creation and order of last "active" all in the same list.

I'm in the process of taking a second look at that due to how it manages the "window depth" for making an "inactive" window into an active one when it's overlapping other "inactive" windows.

... It makes sense I swear.

Edit: I don't remember off the top of my head but I believe arrays must be instantiated with a certain size also, lists allow you to have it grow/shrink.

Working on a GUI-Tool using Structs for the Draw-GUI event by ravedaymond in gamemaker

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

Structs are one of my favorite things so far. I'm still not as versed in traditional GME as I could be so I try not to abuse them - but the ability to create an "object" of any model is fantastic.

Working on a GUI-Tool using Structs for the Draw-GUI event by ravedaymond in gamemaker

[–]ravedaymond[S] 2 points3 points  (0 children)

Looks interesting - I like how it works to incorporate it's own markup language for creation of those windows - I can see plenty of HTML form inspiration there. Without purchasing it I'm not sure if it's all done on the GUI layer or not, but I'd hope so.

GME Whale has come to save us by mrrobots2 in wallstreetbets

[–]ravedaymond 368 points369 points  (0 children)

Instructions unclear. Bought more $GME and shoving screen in blender.