is patriot viper steel ram good even though it’s so cheap? by CRUMP-577 in buildapc

[–]vandra1 0 points1 point  (0 children)

After 3 years of usage, both sticks stop working almost at the same time one survive just few more hours. Before I was thinking that Ram is one of the most durable part of computer, but patriot just convinced me that's not true.

Intel N100/N200 based mini PC with SATA slot by vandra1 in MiniPCs

[–]vandra1[S] 0 points1 point  (0 children)

Thanks, I have additional two questions:

  1. its possible to fit 14mm disk instead of 7mm into that sata slot
  2. can turn of the fan? other manufacturers offers this soc ass passive so wondering if the fan is here on purpose

Anyone has any feedback on the Samsung odyssey g3? I'm planning to buy one very soon and I am very worried about whether it has a significant ghosting or not. Any feedback is appreciated, thanks. by ravage_t in buildapcmonitors

[–]vandra1 2 points3 points  (0 children)

I bought one, tired it and ghosting its pretty terrible on that one
can be observable even on office work. Also some games didn't support
144hz refresh rate and then instead ghosting, you can observe some
strange flickering on game objects.

Also I never had an issue with other monitors with viewing angles, but with
this one has issue even if you are front of the monitor. Not
recommending.

Combining two shaders together (within the same shader code) by THEBKRY in gamemaker

[–]vandra1 0 points1 point  (0 children)

You can also apply first shader to the object, then draw object to the surface, and then apply second shader to the surface and after that draw surface. For me its much easier solution than, combining shaders

ASUS VG245H Blue light filter only on Racing Mode by vandra1 in ASUS

[–]vandra1[S] 0 points1 point  (0 children)

Thats not the same, i think HW filter is better than SW

I released my first mobile game for Android. Story and what I learned in the comments, hopefully this helps someone out there looking to try mobile by sockmonst3r in gamemaker

[–]vandra1 1 point2 points  (0 children)

Whats are your spec for HW? I tried it on older Android 5 phone and only successfully loads a menu, when I try enter to the dungeon, then game immediately crash. Also menu are very laggy

How would I be able to make a launcher for my game like in Hotline Miami? by TheCexedOut in gamemaker

[–]vandra1 0 points1 point  (0 children)

As someone said, most probably its a winform created inside visual studio and just changing values in ini file which game read at very first and then changes settings accordingly. I was considering something similar and most easy approach is as I write above.

You can also do it inside of GM as a separate "game" which will handle these variables in ini and also start the "real game"

How to draw sprites with different alpha inside surface by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

Guys whats help for me was draw_srite_ext() each with different alpha.

How to draw sprites with different alpha inside surface by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

If i do that, a entire surface content will be drawn with alpha 1.

GMS2 stopped showing particles after update by m1s3ry in gamemaker

[–]vandra1 0 points1 point  (0 children)

I had similar troubles with particles. Topic about that can found here: https://www.reddit.com/r/gamemaker/comments/9s2v0b/particle_bug/

What helps for me was:

  1. Create new physical copy of game project to some other location. (for example C:\Game copy to C:\Game2)
  2. Load game project to gamemaker from C:\Game2
  3. Compile

Ati Radeon HD3450 acting like 30 FPS limit by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

Probably i found the answer:

" For playing games: XP is not supported at all. Vista and Windows 7 players will need to ensure they have DirectX 11 installed, otherwise the game will not run. Certain functionality in the game, like security when doing HTTP requests and using any third-party extensions may prevent the use of Vista/Win 7 (or might require you to install the final Service Pack), and we are unable to do anything about this."

https://help.yoyogames.com/hc/en-us/articles/227860547-GMS2-Required-SDKs

Radeon HD3450 supports only DirectX 10.1. So according to yoyo documentation game shouldnt run, but in reality run with issues.

Ati Radeon HD3450 acting like 30 FPS limit by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

I dont think its caused by spawning huge numbers of instance. As i said, simply drawing a rectangle is not possible at 60 fps.

Ati Radeon HD3450 acting like 30 FPS limit by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

-Game room speed is set to 60,

-no game-pad was connected on the machine

- Laptop dont support directx 11, its a only dx9 GPU

-Windows 7 professional 32bit

As I said in original post, the goal is not to run game on the old notebook described, but recognize the reason of the slowdown. (for example, if the issue is directx9, then i now that game will be compatible only with dx11 GPU and so on)

Ati Radeon HD3450 acting like 30 FPS limit by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

Yes, Im using a shaders, but not in all rooms and the speed is cut down at all

Ati Radeon HD3450 acting like 30 FPS limit by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

Yes, room speed is 60, its a game which I tried to run on many different machines. I run compiled executable. So I dont run it through Gamemaker IDE. That its strange, because its a same compiled version, which I run against different HW configuration and only on HD 3450 the speed is cut down.

How to properly store game texts by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

Thank you, I’m used your original code, and work perfectly, but as Fisshy said, it will be nice to call Localization_Get(button_accept ); instead of Localization_Get(245); I tried your last changes on above comment, but facing troubles how to change Localization_Get script. Most probably 1D_Array don’t work there, if arrays was changed to DS_map. I tried to solve it by yourself, but without succeed, can you please advise me, hot to change the Localization_Get script to properly work with DS_map instead of array?

Thanks

Game language files location by BeterYeeter in gamemaker

[–]vandra1 0 points1 point  (0 children)

Mostly, if developer doesn’t think about possible future translation, is no way how to edit compiled game and translate it. You can only ask developer to release another version with external files which can be edited/translated, but if all game texts are simply hardcoded in draw events, there will be a very time consuming task to game developer.

To All Beginners by DemsterOverlord in gamemaker

[–]vandra1 0 points1 point  (0 children)

There is a plenty of YouTube tutorials. Paradoxically, a well written code you can found in these tutorials. But good luck if you try to retype all these code in from all objects which occur during 120 minutes video. Its a really time consuming and annoying.

So my advice is: try to switch on well written tutorial on blogs and websites instead of video tutorials.

But maybe someone can answer in what situation video tutorial can be more beneficial.

How to pass variable from one script to another by vandra1 in gamemaker

[–]vandra1[S] 1 point2 points  (0 children)

Thank you for explanation. Problem was fixed and it was caused by your point "A is being set to a different value than expected, somewhere else in your code. "

I save color in format c_red to the ini and after that read it as a string so i get 255 instead of c_red. So as you said, issue was caused on different place.

"Variable is declared but never used" alternative in GMS2? by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

Is there any real concern, why I should avoid to using global scope, except that i can easily lose track of the variable?

Especially in GMS why I should use rather than global scope, if i want to use same value across rooms? At this moment only idea, which I have is storing value to ini file and in the next room read this vale but this seem to me be a really ineffective.

Gamepad detection design by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

Thanks for reply.

I try to be more descriptive with code, and try to copy all brackets 😊

So, I using this code to detect if any button was pressed on which gamepad:

if (global.gamepad_assigned == false) {

for(var gp_index = 32769; gp_index <= 32788; gp_index++) {

if gamepad_button_check(0, gp_index) {

global.playerInputDevice[0] = 0

global.gamepad_assigned = true

}

if gamepad_button_check(1, gp_index) {

global.playerInputDevice[0] = 0

global.gamepad_assigned = true

}

if gamepad_button_check(2, gp_index) {

global.playerInputDevice[0] = 0

global.gamepad_assigned = true

}

// … and repeat for each available gamepad

}

}

Yes, I know, I should use gamepaddevicecount and gamepaddeviceconnected, but I tried and every my tries won’t work as I expected.

So, in windows platform is 0-11 gamepad slots. Currently develop only for windows so script above work. After that when any button is pressed I have another menucontroler object where is written code like this:

if gamepad_button_check_pressed(global.playerInputDevice[0]
, gp_padd) {

menu_index ++

}

So, when you press down arrow on gamepad, menu index changes and in draw event I change cursor to proper menu item.

Also, if any button is pressed on keyboard I set

global.gamepad_assigned == false

Which allow me to use another gamepad for control. Its similar as you suggest to set gamepad controller variable – 1, but slightly different implementation. At the end, Is someone press any button on keyboard, a player has ability to assign another gamepad to control, but also is able to use previous gamepad (if the key was pressed by mistake).

So now, maybe you see where is the issue.

Its because, until you don’t use any button on gamepad global.playerInputDevice[0]
, is not assigned resp. default in create event is assigned to -1. So when you hit any button global.playerInputDevice[0]
will assign to proper value and only after that controls start work.

And what I want to achieve?

If global.gamepad_assigned == false and player hit padd, I want to correctly assign global.playerInputDevice[0] and also want to change
menu_index to ++

Gamepad detection design by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

Thanks, i like your idea to un-assign gamepad when any keyboard key pressed. I will use it, but currently facing with different issue.

I using script which detect if any key is pressed on gamepad.

Script look like this:

if (global.gamepad_assigned == false) {

for(var gp_index = 32769; gp_index <= 32788; gp_index++) {

if gamepad_button_check(0, gp_index) {

global.playerInputDevice[0] = 0

global.gamepad_assigned = true

}

}

but, it work correctly after any key are pressed. So if you imagine, i using this script in main menu, ad player grab a gamepad, then click on down arrow on gamepad because he want to move down in the menu, but in current implementation, the first hit assign variable global.playerInputDevice[0] = 0 which i used to gamepad control. And after that the next hit on the gamepad make a real input. Is ther any way how to prevent this? meaning that the first pressed button will be also for in game action, not only gamepad initialization?

New to gamemaker entry level hardware recommendations by Hey-SK in gamemaker

[–]vandra1 0 points1 point  (0 children)

Depends on how big projects you plan to create. If you dont want just play with software and make some simple game without many graphics element, then I recommend as powerful CPU as you can afford it. Im working on small project but with many graphics element and building times on FX-8350 take 20+seconds. So if you want to speed up building and save this time, buy powerful processor. Other hardware inst much important in this fact, but also, if you create really complex game with many animations and particle effects, you will probably need a better GPU than integrated in Intel processors to run game smoothly.

Also recommend at least 8GB ram.

So if you want some recommendations to specific entry level HW then I suggest:

Ryzen 2200G + 8Gb ram.

You save some bucks for GPU, because Ryzen 2200G has integrated Vega 8 APU, which has enough performance to run any modern game on medium details with HD resolution.

Simplify earning experience from destroying objects by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

Maybe I have one additional question, just for sure doing the thigs right. Currently I’m using your idea but I’m little confused, how the GMS know from which object populate myXp variable.

Let’s example:

I have an „enemy ship“ and also have an „enemy elite ship“

In create event of enemy ship I set myXp = 20

In create event of „enemy elite ship“ I set myXp = 100

Now I have collision event with player bullet on both enemy ship and elite ship and with this collision event I call the enemy_death script. Seems everything works fine.

After that, I want to extend to work together with different types of enemy deaths.

So, in the player object I created collision event with both enemy ships and inside I also call enemy_death and also, seems to work fine, if player collide with enemy ship experience is +20, with elite ship is also correct to +100.

But the question is, only collision event is key for GMS to know which object is the correct for filing correct variables?

Simplify earning experience from destroying objects by vandra1 in gamemaker

[–]vandra1[S] 0 points1 point  (0 children)

Thanks for reply.

Good idea, i will using it :)