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ome6a1717

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A member registered May 30, 2020 · View creator page →

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No current plans.  I'm mulling around rebuilding the entire AutoUI - there are a few things that bother me having used it as much as I have, and that is one of the things I'd love to integrate.

It shouldn’t be automatically resizing - are you using “auto_button_sprite”?  That should use the sprites dimensions for the button. If that doesn’t work copy your code for your button and I can take a look. 

It'll be coming in the next update, but for the time being, just set your image.__private__.xscale and yscale to the scale you want.

Thank you!

Glad you like it!

Figured it out!  It's an error on my end, but to fix it you can just call reset_lerp_target(0, 0.99)

No problem!  

On your return tween, set reset_lerp_target(0, 1).  Right now you set (1,0) once in create and once in the alarm.

Can you post your code for the ui?  For scrollers, it's a bit tricky (my fault!).  You need to use myautoscroller.set_flex_container(myscrollingcontainer);  and then add your elements to "myscrollingcontainer".  Then you can add the myautoscroller to you main container.

Thank you!

Thank you!  It only has horizontal directions.

Thank you!

There technically is - it'll tell when you've unlocked everything there is to unlock, but that's about it!

Other than the few assets I used, the rest is all me! :)


Thank you!

Thank you!  And no, it was just because the amount of materials are infinite:)


All my games and systems on my page are made in GameMaker!

(2 edits)

It depends - it's really good for things menus and tooltips.  Interaction will still need to be coded manually, but I would imagine for an RTS, the built-in mouse handling would help immensely.  For example; conceptually, not actual code:

// CREATE
// ... after creating your ui container/etc.
button = auto_button(button_sprite);
container.add(button);
// STEP
if button.is_hovering() and mouse_button_clicked() -> // do thing

There are also signals and watchers where you can have something like a text element and connect it to a global or local variable, which will automatically update when the variable changes.

As far as how it interacts with non-UI game objects, the entire container and its children exists in a variable, so it can be as simple or complicated as you'd like it to be.  Again, it really depends on what you're trying to do.


Happy to answer any specific questions you might have!

Glad you enjoy it!

Thank you!

Thanks!

Thanks for playing!

Thanks so much for the feedback!

Hmm - is your browser cache being deleted by chance (or do you have anything that would stop it from being saved?)

Thanks!  Paradise Island can spawn any of the previous materials, so there are no new ones. 

Thank you!

Honestly, the clicking was a feature I added at the end of development. No matter how hard I tried, the game didn’t work without it. 

Thank you!

Thanks so much for the feedback!

Thank you!

Perfect!  I'll have to see if I can find a reason I commented that out and maybe undo that in the next update :)


Thanks!

If you enable the set_scale code in the AutoUiImage script, does that do what you're asking for?  I've done some minimal testing and it does work that way, but I'm unsure specifically what issue you're running into.  You can also copy your code here and I can maybe help point you in the right direction.

Thanks so much!  I have some thoughts, but not sure when I’ll get around to implementing them :)

(1 edit)

It’s not intentional - that might be a gamemaker thing, to be honest. 

UPDATE - confirmed. Try setting your mouse delay slower and see if that works.

Thank you!

That’s the intended behavior at the moment. The offset isn’t only a draw offset, it also offsets any hovering coordinates.

What I would maybe do in your case is put the label in a horizontal container, and handle the hovering callback on the container instead of the label (so the container should still have the same hit box)

So glad you like it!  I’m thinking of adding an auto_surface element that should allow implementations like scribble or other draw events to be computed in the containers as well. 

(1 edit)

I originally intended them to scale, but can't remember why I left it out.  I'll take a look, but in the meantime what I would do is place the image and set it's visibility to false.  Then you can just manually draw your

img = auto_image(<data>);
img.set_visible(false);
// NOTE: you might need to add space using container.add_space(sprite_get_height(sprite) * scale)) to push the other elements
// DRAW EVENT
draw_sprite_ext(sprite, frame, img.get_bbox_left(), img.get_bbox_top(), etc.)

I think my hesitating factor was whether or not scaled images should push the adjacent content...maybe I'll add this to the next update.

thank you!

Glad you enjoyed it!  The “ending” is currently just unlocking everything, but there are no limits to the spell upgrades/prestige levels. 

Thank you!

I just posted a hotfix that should hopefully fix that.

Thank you!  That's strange, though - what Prestige level are you?  I can't seem to replicate this one...