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#1 Re: GML Creations » Dithering for Game Design » 2022-04-06 15:49:17

I don't think ordered dithering looks ugly at all.

Normal map and dithered lighting

Normal map 2

Normal map 3

#3 Re: GML Creations » Isometric lighting engine » 2020-04-12 17:55:07

Wow. it's been like 7 years since the last post. I haven't touched GM for the same amount of time. Just got back into it now that I have time for myself (COVID-19).

It's nice to see this website still active. How have you been doing Xot ? Funny enough, I am still working on Isometric Engines. Here's a picture. Got around with the depth sorting. Can now use blocks of different dimensions.

Isometric

I was thinking about making a lighting/shadow casting engine for it too. It is however a bit complex for me as I don't know how to make a shader work. I am also not sure about the best way to fake 3D shadows in an isometric world.

Any ideas ?

#5 Re: Community » Robot AI Arena contest » 2013-07-31 15:55:01

Here's an example of what I thought about doing when first defining your robots parts :

Script : robot_define_head( type )

Expandswitch( argument0 ) {
    case HEAD_LIGHT:
        head_attach_points = 2; //Two attach points available on a light head
        head_attach_point_x[0] = 10;
        head_attach_point_y[0] = 10;
        ...
    break;
    ...
}

For movements :

Script : robot_move( forward )

Expandvar newPosX = x + lengthdir_x( robot_speed, robot_direction ) * (argument0 - !argument0);
var newPosY = y + lengthdir_y( robot_speed, robot_direction ) * (argument0 - !argument0);
if ( !place_meeting( newPosX, newPosY, par_solid ) ) {
    x = newPosX;
    y = newPosY;
}

And so on... I really want to put the emphasis on the diverse solution to create an AI that will compete with yours. That means you would need to anticipate and so on. The set of scripts would be there to act as an API as you said so the entrant can follow rules easily.

I don't think that letting the user use built-in auto-generated paths functions would be a problem. Imo it wouldn't even be that good at all.

EDIT : Although I like the line sensor idea where it would force the users to make their robots move around to search for the other robots. As if he was scanning the map but once the scan reaches a wall, it can't see beyond it.

#6 Re: Community » Robot AI Arena contest » 2013-07-31 13:51:49

That is exactly what I had in mind. Obviously I wrote that pretty fast so I did not have time to deliver anything concrete yet, but everything you described is exactly what I thought about doing.

Would you be interested into developping this with me?

#7 Community » Robot AI Arena contest » 2013-07-31 11:41:20

Marchal_Mig12
Replies: 4

I did not really know here to post this. But here's an idea I really wanted to do for a long time : a Robot AI Arena Contest where every entrant is responsible to code its own Robot's AI considering regulations.

The idea is simple, let everyone program their own AI. However, Robots would be customizable : some would be faster, some would be heavier and stronger, and could have more weapons attached to them, some could have special skills, etc. But they all would need to follow well designed rules.

For example, I would seperate robots in differents parts :

Head:
Just like a tank the head does not have to face the moving direction. Lighter weapons could be attached to this part.

Body:
Holds the speed and general armor of the robot. Heavier weapons coud be attached to this part, but the weapons would have to aim at the moving directions.

Weapons:
All weapons would have predefined caracteristics such as : laser, missiles, etc. but they could only be attached to specific bodies or heads.

The Arena
In order for people to be able to code their AI, the areana would be the same during all fights. It would also contains node in order to navigate through the arena.

Usage of functions and scripts
A set of scripts would be available to participants so all they are allowed to use is Game Maker functions in their AI robot object.

Of course those are guidelines I have written really fast but overall the set of rules would need to be made. I think it would be very interesting to see two AIs fight against each other and make a tournament out of this.

What do you guys think? Would you be interested in participating?

#8 Re: GML Code Help » Fluid and dynamic collisions » 2013-07-29 21:27:28

I have a few problems with my gm8, seems like I don't have pro anymore... and can't up it sleep...

#9 Re: GML Code Help » Fluid and dynamic collisions » 2013-07-29 10:21:26

Well I've done it before with Zuwaka and it is not TOO hard. I tried the built-in physics from studio and found myself stuck where it could not offer a few things I need. Also, it seems very unstable. Sometimes, the physics collision mask would reset (don't know why yet) or the gravity would change for no reason...

#10 Re: GML Code Help » Fluid and dynamic collisions » 2013-07-27 15:15:43

point_line_distance is a good way to handle that, true.

#11 Re: GML Code Help » Fluid and dynamic collisions » 2013-07-26 10:56:14

That is so true! Never thought about that! I'll give it a try smile

#12 Re: Off Topic » Enigma, Open-Source compiled development environment. » 2013-07-26 09:28:32

That's too bad, it looks very promising, but might take a WHILE before it gets stable. And by then, Game Maker will probably take over and offer the same as enigma.

#13 Re: GML Code Help » Fluid and dynamic collisions » 2013-07-26 09:27:05

The site shouldn't require you to download an installer but I'll check it out to make sure.

As for the solution, it is dead-simple indeed. Funny, I tried doing just that but I was only replacing the ball instead of checking the collision on the edge of itself...

Thanks for the heads up though.

I just added a grapnel system to the engine and it is working very well, I will post it later tonight.

EDIT : icuurd12b42, you probably clicked the wrong download button. I must say, it is not very clear though. Any uploading site suggestions?

#14 GML Code Help » Fluid and dynamic collisions » 2013-07-25 21:20:22

Marchal_Mig12
Replies: 13

Hi I've been working for quite a while on a game called zuwaka which is a fast paced platformer racing game. The game features nice and smooth physics.

In this little engine, I am trying to remake it from scratch to make it more efficient and more complex.

You can download it here : http://www.2shared.com/file/0puMaIxF/Zuwaka.html

- In the engine, place lines by clicking, holding and releasing the right mouse button;
- Then create a dynamic ball by using you left mouse button. You can input different starting speed and direction by clicking and dragging the mouse button.

So far, everything is working according to plan but one thing I have a hard time figuring out. So far, the ball is following the lines through its origin. What I would like to do is replace the ball where it collides on its edge.

Does anyone have an idea?

#15 Re: GML Creations » Isometric lighting engine » 2013-07-18 13:31:40

Got it. Thanks. Not as useful for the kind of game I am making atm but certainly will in the future.

#16 Re: Off Topic » Enigma, Open-Source compiled development environment. » 2013-07-18 07:59:37

In fact, forget what I just said... it is still very unstable...

#17 Re: Off Topic » Enigma, Open-Source compiled development environment. » 2013-07-18 07:47:47

For me it worked pretty well, did you try it recently?

#18 Off Topic » Enigma, Open-Source compiled development environment. » 2013-07-18 00:13:32

Marchal_Mig12
Replies: 6

Hi,

I just stumbled accross this : http://enigma-dev.org/. I saw the development of this a few years ago but it wasn't quite as much advanced as it is right now. It looks pretty good and seems to be running MUCH faster than game maker. I'm not sure if it is stable enough to allow us to develop games yet. Also, I'm worried about the support that the development of this new software will get over the long run...

What about Game Maker 1.2? After this new update with the LLVM update, I do not see the advantage Enigma would have over Game Maker.

What do you guys think?

Mig

#19 Re: GML Creations » Isometric lighting engine » 2013-07-17 18:53:39

Indeed, I am not sure to fully understand

#20 Re: GML Creations » Isometric lighting engine » 2013-07-15 14:16:14

Hey Xot,

I did a little experiment using the script you gave me.

Here it is : http://www.2shared.com/file/G6IfhRpX/Is … htmap.html

Heightmap is working well too. Next step is to find an efficient way to be able to cut the edges straight. Sometimes you don't want to create a slope between two points and create a wall instead. Although I could work around this with invisible walls and a different visual.

Hope you like it. Feel free to suggest any improvement that could be done.

EDIT : Just noticed, it is just not optimized at all, I did that really quick to have a running demonstration.

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