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#1 Re: Game Maker Bugs » instance_activate_object » 2008-06-23 17:27:11

I hope Mark takes a look at this website to see all he's missed.

#2 Re: Script Submission » resource loaders » 2008-01-07 15:26:49

These are excellent and very powerful scripts. Thanks for writing them, paul. I will certainly use them in the future.

The only suggestion I have is to add a filter to which some resource names will not be loaded. For example, if an argument filter "noload" is given, the scripts will not load those resources. For example:

Expand/*
**  Usage:
**      load_sprites(ds_map)
**
**  Arguments:
**      ds_map      map to which all sprites area loaded.
**
**  Notes:
**      fills the map with name,index values
**      (with as key the name used in gm's editor!)
**
**  Returns:
**      nothing
**
**  GMLscripts.com
*/
var no,i,ds_map,filter;
ds_map = argument0;
filter = argument1;
no = sprite_create_from_screen(0,0,1,1,false,false,false,false,0,0);
sprite_delete(no);
for (i=0;i<no;i+=1) {
    if (sprite_exists(i) && string_count(filter,sprite_get_name(i)) == 0) {
        ds_map_add(ds_map,sprite_get_name(i),i);
    }
}

Edit: Oops, xot you better fix the ampersands problem wink

#3 Re: GML Code Help » Graphic effect "trail o' blur" » 2007-10-26 06:01:47

Hehe, true. I was thinking of using the technique xot uses to blur in his fire, would this work? If I could get the effect I showed in the picture that would be really great. Perhaps I need to make a sprite effect to draw on some surface, and then blur that. Any other ideas?

#4 Re: GML Code Help » Graphic effect "trail o' blur" » 2007-10-25 17:22:44

This effect will not cover more than the screen, so I definately don't need a surface that big. Let's say it would be (the bounding box) 300x300 or 400x400. I use views, and the screen scrolls automatically. With "one small surface" I meant that the resolution of the effect doesn't need to be really big; therefore I can use a smaller surface and then scale it up. This is a trail effect to a projectile, so when the projectile is destroyed, the effect will fade away and then be "destroyed". It doesn't need to be updated EVERY step, but the more, the merrier. smile I hope I answered your questions. Sorry for being unspecific.

#5 GML Code Help » Graphic effect "trail o' blur" » 2007-10-25 13:32:56

Schreib
Replies: 8

Hi everyone,

I'm trying to make a trail effect for a glowing projectile I have. The trail effect should be a spinning "spiral" of blurred, slightly additive blue streams, that fade out after time. They shouldn't move, but rather statically look like shaped in a spiral, and fade / blur out over time. Here's a picture someone on the 64digit site made:

movingvd2.jpg

I'd like to achieve a similar effect, but in GM of course, and real-time. Any ideas on how that be done? I have to my disposal possibly one small surface.

#6 Re: GML Creations » A piece of my current work » 2007-10-14 10:05:33

All the buttons were custom objects, but inherited parents in a chain of totally 2 parents. The code which was executed when pressin a button derived from the button itself; and the visual effects as well as drawing the correct text was done by the parents.

Did I get you right?

I'd also like a custom GM GUI, but... as it is now, GM will probably never evolve in this state, where user-friendlyness is on the top of the list and not extendable parts for more advanced users.

#7 Re: Off Topic » Another day, another sarcastic remark » 2007-10-13 18:46:37

You just can't believe how mad this guy is getting me. He claims he knows his shit after watching trailers of Halo 3, and has confidence in his field of experts because he spends time everyday thinking about how the created these effects. Problem is, he practically doesn't know anything at all. He's taking mere guesses on how they made these effects but doesn't know "how" he could reproduce them after his hypothesis in GM. If there is something that annoys me it is people claiming they know things (and are openly proud about it) which are either:

    [*]Bleedin' obvious
    [*]Them actually presenting a completely false hypothesis

These sort of people are numerous on the GMC. I can't stand someone posting things they actually don't know anything about. I don't know how xot can remain so calm about it. What's your trick, xot? wink

#8 Re: GML Creations » Feedback: Fire » 2007-10-13 18:06:44

This is a very interesting effect. While the top of the flames are very beautiful and believable (esp. at faster speeds) the lower parts where the fire is created is a bit split and non-commune. It would look better if the "fire pieces" in the bottom were closer to eachother. You could also possibly add a randomwavy (not sine-wave) effect.

Great work!

#9 Re: GML Creations » A piece of my current work » 2007-10-13 10:09:22

Thanks for your comment smile

For your first question, I used Blender to model and create UV-maps for all my models. In the end I used 3 slightly differently looking "tree-walls" to break the similarity effect. I exported the models to .3ds and through Marzipan converted them to .mod which I could then use in my game. The textures I made by combining a few photographs and painting some in Photoshop.

The GUI was overworked, I can tell you that biggrin I had this sudden urge of doing a level editor with fabolous GUI. So I created some Vista-like button (don't get me wrong, I don't like Vista too much) and through a complex hierarchy system including a lot of parents I created the various buttons in the editor. This is also where I needed the d3d_model_copy command, since when you click "OK" I needed it to copy the model over to another space in the memory.

So, to summarize, I spent some time creating the various effects you see in the screenshots (including the arrows in the 3D background showing where +y, -x and such are) and the hierarchy. I also spent a lot of time fixing the camera movement, which needed some vector math.

Otherwise, the GUI uses some of GM's inbuilt drawing functions. If anyone is interested I could upload a .exe with some model files for anyone who wants to have a look at the progress.

And I'd love to see a topic with your creations as well wink

#10 GML Creations » A piece of my current work » 2007-10-13 09:38:23

Schreib
Replies: 7

As I posted in the introduction thread, I'm making some sort of 3D adventure game including solving puzzles and the like. In difference from Myst, this has real-time movement, and as I see it this has two drawbacks; it is harder to interact with puzzles and the graphics are less pretty. However, the draws compensate for this; a world where you can walk wherever you wish, designed in smallest of detail.

I have a few ideas of seeded generation of non-important areas (for example, the forest road to a cabin will be randomly generated) while the more important pieces are intact.

For the moment this is written in GM's native 3D, and I quickly realized the drawbacks of it. I am therefore planning to rewrite it in conjunction with U3D. More pretty graphics, more polygons, more, more, more... :) The logic system is quite good for the moment, it is written so it is easily extendable (with a concluded loading system for loading textures, models and sounds; very handy) which some (read: many) Game Maker games lack.

But I fear I will have to rewrite the logic system as well, to fit with U3D.

I've made a level editor as well. If someone wants I'll upload an EXE so you can fiddle around with it. Everything in it has been coded and photoshop drawn from scratch.

Enough chat, here are some pictures of the progress: (THE INGAME SCREENS ARE SIZED DOWN TO 25%)

A screen of the level editor; User is creating an object. Most features shown (the ring texture shows an alpha mask, you can actually add one). Written in native GM d3d.
lvleditornew.PNG.png



Another screen of the editor, showing a book model with texture.
lvledit2.PNG.png




An in-game shot of the game. In native GM d3d, as noticable. Looking at sky and trees (red light from campfire)
screenshot001.PNG.png



Lightning strikes! The thunder echoes through this melancholy landscape with never-ending rain.
lightning%20strikes.PNG.png



The fire gives a soothing warmth in this weather.
fire.PNG.png

#11 Re: Community » Introductions » 2007-10-12 10:10:35

Well, I don't know if any of you people know me. I'm also known as Schreib on the GMC, derived from my name Jonah Schreiber. Ironically, my father who is American gave me the name Schreiber, while my mother who is the German in the family could be more expected to give me a German name. I live in Sweden, in Scandinavia. Nice little country, it is.

I recognize you all here from the GMC. I've been fiddeling around with Game Maker since v.4; now I'm usually not as productive with games, my current project is an adventure-logic solving puzzle game which I will be writing in Ultimate3D or eventually in C++ with some 3D library. At another Game Maker forum except it is in Swedish I'm usually refered to as "The equivalence to Yourself", even though I don't have nearly as much math knowledge as him. Nevertheless, I'm in the math line in highschool, and have been for one year.

About my personality; as many have noticed I despise many of the newer GMC members, often because they are childish or naive. There is this group of people I really can't stand at the GMC; and I find it quite difficult to keep back my irritation sometimes. You've probably seen this many times. rolleyes There are some people I do really find intelligent, reasonable and most importantly, rational. This is most of the people I have seen registering on this forum. So is it time for a migration? wink

I enjoy 3D art, sulking, poking people, 3D programming in general, Dungeons and Dragons, gaming (partly), computer programming and the like. As well as using Game Maker.

Some non-related interests: Sleeping, LD'ing, Astral Projection, gothic rock music like Within Temptation, and... doing some elegant math problems. This will probably get Yourself on my shoulders *shudders*.

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