I really love your music. Thanks for sharing this with us! :)
PsychicParrot
Creator of
Recent community posts
Awesome!
My set click now looks like this:
options[0].set_click_func(function(objid) { edit(objid); }, [self]);And that's passing in the object so I can use instance_destroy to close it right in the function. Perfect!
Just incase you're wondering, I'm using a function in the function so I can call the same code for both controller and mouse. My controller code calls the function from Step, so I didn't want to duplicate that code in set_click_func as well as there.
Anyhoo - thanks again for your help I really appreciate it :)
Hi,
Something I've been struggling with is how to go from one UI window to another. As an example, the main menu to the options menu.
As far as I can tell, we have every different UI window as a different object - so I'm spawning the new UI object (w/ instance_create) when I need to jump to another window, and then trying to destroy the object for the previous UI.
When I try to use instance_destroy() in the UI I want to close, it often causes an error like (below I was trying to open a new UI and close the current one):
ERROR in action number 1
of Step Event0 for object obj_autoGUIMenu_parent: not an instance
at gml_Script_editLib@gml_Object_obj_DayResults_Create_0 (line 38) -
instance_destroy();
############################################################################################
gml_Script_editLib@gml_Object_obj_DayResults_Create_0 (line 38)
gml_Script_anon@211@gml_Object_obj_DayResults_Create_0 (line 9) - global.options[0].set_click_func(function() { editLib(); });
gml_Script_zz_private_check_if_hovering@anon@17422@AutoUiElement@AutoUiElement (line 426)
gml_Script_step@anon@7389@AutoUiButton@AutoUiButton (line 179) - zz_private_check_if_hovering();
gml_Script_step@anon@13630@AutoUiFlexContainer@AutoUiFlexContainer (line 386) - _item.step(_xx,_yy);
gml_Script_step@anon@13630@AutoUiFlexContainer@AutoUiFlexContainer (line 384) - _item.step(__xx,__yy);
gml_Object_obj_autoGUIMenu_parent_Step_0 (line 1) - flex.step(display_get_gui_width()/2, display_get_gui_height()/2);
gml_Object_obj_DayResults_Step_0 (line 2)
So, I guess this is not the correct way to do it. What is the best way to 'shut down' a UI? Do I need to destroy the containers first?
I tried having instance_destroy() on a timer for 1 tick but that made no difference either. Instead, I've been adding code to the 'next' UI to close the previous one, but it's a bit messy so I'm hoping there's a cleaner way to do it?
Thanks for your help!
Jeff.
Is there a list of all the objects and their properties/functions/methods anywhere? Trying to find things by digging through the code is pretty tedious tbh, and using the built-in code editor I don't get much in the way of autocomplete on any of it either. Having some documentation with a list of everything like that would be really useful.
Thanks!
Hi! I'm really loving AutoUI so far - it's lightyears ahead of what I've been hacking together in GM myself and very welcome for my current UI-heavy game project :)
If at all possible, I would really love to see some sort of video or a quick guide on adding controller support. I'm using AutoInput (another brilliant tool you've made!) but I'm not yet sure how I'll go about putting the two together. Once I've got my basic windows all up and working, it's something I'll need to look into, so if there was any kind of help from you on where to get started on this I'd be even more mega grateful than I already am!
Thanks for making this system - UI in GM is painful and this honestly makes it a LOT easier.
Jeff.
This is a great start! I played with an Xbox 360 controller and I didn't have to map it or anything, it just worked. Yay!
My biggest ask would be for more turning power at low speeds and perhaps a more powerful handbrake. That low speed turning was rough when my handbrake turn didn't work - I felt like I was stuck. As a dev, if I was doing this I'd add a little bit of steering torque force to help turn the car (cheating!) so that you (the dev) get more control of how it turns in a slightly more arcadey way, and you can also tweak torque amounts to improve the handbrake control. Not saying you need to do this or anything, just saying that's how I'd deal with it to make it a little less reliant on the wheel physics etc. Relying on the steering alone can be tricky to get right, but with some extra spinny torque forces I find you can control the turning easier.
I'm enjoying the style, the graphics, and I really like the surfaces too - they feel distinct. Sounds are good as well.
I love rally games and I already feel like this has loads of character. We need more rally games! Keep up the amazing work! :)
Hi François! As you know, I love this pack and your music. I’m using it in my game Die for the Economy! and I think I’m using almost all of the tracks (I’ll have to go back and check) .. my game is dystopian but also arcadey so the whimsical tracks suit it as well as the more serious ones and I think it’s the more mellow tracks that I ended up not using just because of the pace of gameplay.
I’m so grateful for this pack - the sound quality is excellent, the mixing is professional and everything about the music screams quality - there’s some really nice, complex music in this pack and a good range to suit a lot of different types of games.
Thank you again for sharing it here and allowing me to use the tracks in my game. You’re amazing and I’m now a fan of your work.
Thanks for playing it! I really loved Bomb Jack on the Speccy, but always found it a little bit too difficult for me. I wanted to make something a little less difficult (or at least have the choice to play it in an easier mode!), and still trying to capture the vibe of the original in the controls. Also, you don't see many other games like Bomb Jack so I think it was past time it got some love :)
Absolutely LOVE this program. I think it's amazing for setting up GM particles and I'd probably have gone mad without it. My biggest wishlist item would be a way to do random colours (right now, to achieve this I'm spawning particles individually in Step, using a random colour, and every time I need to do this I forget how to and have to look it up so if Geon could export code for that too (even commented out) it'd be super handy for me lol). Having a way to preview random colours would be a help, if at all possible.
Anyway though, I love it and I'm really glad I have it. It's a MUST HAVE for anyone using GameMaker. Thanks for making it!
Was it also the *meanest* game competition, too!?? lol that's well 'ard! Them death thingies on level 2 are brutal. Kept me quiet for a bit, mind, so thanks for that :) .. highest was 144 and I couldn't get past level 2. Yeah, I guess I'm no hardcore gamer, eh? I do love your graphics. Very Matthew Smith! Cheers!











