THX :)
And where you defined animation from tileset (example water)?
Luna de miel
Recent community posts
I have a question about tileset. If I enlarge it to length, do I have to change something in the code or will it automatically recognize solid and walkable on new tiles?
Like this (now see all 32 + max which was set default - 300 yes?:
//Find max monster
var maxmon = 0, c;
for(c = MONSTER_MAX-1; c >= 0; c--){
if(global.monsters_seen[c]){
maxmon = MONSTER_MAX-1 //c
break
}
}
THX ;)
Yal... I have problem with add more monsters. I added 32 but in Monsterpedia (new name of my ...pedia) I have only 19 when I take this monster #macro monster_ORANGE_FOX 18 from start. When I take this monster for start #macro monster_FROG 22 i have 23. And when take this #macro monster_RABBIT 31 i have all 32. This 3 monsters these are the ones I choose at the beginning (NEW GAME).
Only shows me in MONSTERPEDIA these monsters before the one on the list + his.
EXAMPLE:
When I take #macro monster_HORSE 3 (number 3) I have in MONSTERPEDIA only 4 monsters:
#macro monster_HYENA 0
#macro monster_TIGER 1
#macro monster_GOAT 2
#macro monster_HORSE 3
Where is problem? :(
I make something like this:
On start Im take #macro monster_HYENA 0 (I have only HYENA in MOSTERPEDIA). I go fight. First monster with whom I fought it is #macro monster_BADGER 7. When I finish I have in MONSTERPEDIA 8 monsters (6 with "???" and HYENA and BADGER. Off course this "???" are a previous numbers of monsters before BADGER. And I go fight with another #macro monster_ELEPHANT 9. Now I have 10 monsters in MONSTERPEDIA. 7 with "???" (unknown) and 3 met by me.
These "???" these are the ones in front of the elephant. It should not immediately display a list of all that are added as unknown, ie with the characters "???"?Because he only adds when I get to know (the one I meet) and everything in front of him then (MACRO is about numbering), of course, those before the known (apart from those known) are marked with "???" that is, marked as unknown.
But it doesn't make sense. I think this is some kind of error or I am doing something wrong.
I changed your names to my monsters names. I checked everything 5 times. I missed nothing.
Nothing else I touched except the graphics.
And I check your demo. You have this same bug in it.
-------------------------------------------------------------
//Starters
#macro monster_HYENA 0
#macro monster_TIGER 1
#macro monster_GOAT 2
#macro monster_HORSE 3
#macro monster_SNAKE 4
#macro monster_COW 5
#macro monster_LION 6
#macro monster_BADGER 7
#macro monster_DONKEY 8
#macro monster_ELEPHANT 9
#macro monster_HIPPO 10
#macro monster_RHINO 11
#macro monster_DOG 12
#macro monster_CAMEL 13
#macro monster_POLAR_BEAR 14
#macro monster_CAT 15
#macro monster_OSTRICH 16
#macro monster_MOOSE 17
#macro monster_ORANGE_FOX 18
#macro monster_PIG 19
#macro monster_SHEEP 20
#macro monster_KANGAROO 21
#macro monster_FROG 22
#macro monster_GIANT_SNAIL 23
#macro monster_HEDGEHOG 24
#macro monster_PANDA 25
#macro monster_PLATYPUS 26
#macro monster_POLAR_FOX 27
#macro monster_SKUNK 28
#macro monster_SQUIRREL 29
#macro monster_TORTOISE 30
#macro monster_RABBIT 31
//Gotta enslave them all!
#macro MONSTER_MAX 300
#endregion
--------------------------------------------------------------
///cc_intro_startermonsterselect()
function cc_intro_startermonsterselect() {
var mon, mons, xx, ww;
mons = 3
mon[0] = monster_FROG
mon[1] = monster_ORANGE_FOX
mon[2] = monster_HORSE
ww = 1/mons
with(instance_create_depth(x,y,depth-1,obj_gguimenu)){
ggui_frame(VIEW_W*0.1,VIEW_W*0.35,VIEW_W*0.8,VIEW_H*0.25,NONE)//Yeah, we can do invisible frames!
ggui_menu_preallocate(mons,1)
ggui_element_text_settings(font_mainmsg,c_black,1,0)
for(var c = 0; c < mons; c++){
my_monster[c] = mon[c]
xx = (c + 0.5)*ww
ggui_element_sprite(xx,1.00,global.monster_data[mon[c],mond_SPRITE_BATTLE],0)
ggui_element_text( xx,1.05,global.monster_data[mon[c],mond_NAME])
ggui_menu_region(c,0,mev_intro_starterselect,xx - 0.5*ww,1 - ggui_frame_get_coord_y(128),xx + 0.5*ww,1)
}
menu_can_destroy = false
}
}
Hello. I have question. You can write in turn, as you have arranged these icons in the program?
-Poison - I understand...
-Bleeding - I understand...
-Blindness - I understand...
-Immolation - when someone is on fire? Good?
-Strain - I do not understand this! When is someone tired?
Or maybe stunned?
-Flinching - when is someone scared? Good?
-Paralysis - I understand...
???
This icons will be good?
I don't understand 5... "Strain". Could you explain to me? Because the translator translates it strange.
Yeah. A small tutorial on how to implement in GMS2 a DRM for STEAM in the game.
Commands and what it should look like in general. Such a tutorial for 5-6 minutes.
I try to do this, but it doesn't work. I know how to do it when compiling the game outside of GMS2. But when compiling via GMS2 I dont know how to. I have not found such a tutorial anywhere on the internet. I think it would be useful for a lot of people. The point is, the game can only start when STEAM is online.
EDIT: Cannon Fodder clone? xD
I'm for! I buy it when start make :)
What's wrong with this? I haven't found anywhere on YouTube how to do it. I'm talking about a one-episode tutorial because that's all it takes.
Is that such a big problem for you?
I learn to program from 1UP and I would like to see something like that too. Why make games when someone like you can steal them later?
I think this is a very fast tutorial.
There are some commands to check if, for example, STEAM is online or if it's on, and if it's not, the game won't start. I mean something like that.
A small tutorial on how to implement in GMS2 a DRM for STEAM in the game.
The point is, the game can only start when STEAM is online.
And what changes in v33?