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You appear more experienced than me but I'm happy to look at your .gm7. (You've got me hooked now.)
r e s p o n s e <at-goes-here> t h e m i d d le h o u s e . c o . u k
Chris
Maybe 'attacking' has accidentally been set as global so when one instance is attacking another one can't
or
the line:
if (distance_to_point(target.x, target.y) <10 && attacking == 0)
Needs some extra brackets i.e.:
if ( (distance_to_point(target.x, target.y) <10) && (attacking == 0) )
But I doubt it!
I just cut and pasted it from above. I assumed that if I used 'quote' instead of 'code' the formatting/colouring would be lost.
Chris
Yes, very impressive.
I'm surprised those guys at the end were that near to something so (potentially) dangerous.
There's something about maps I find confusing. Lack of use I suppose.
I'm sure that'll be just the job once I've got my head around it!
Thanks
edit:
Aaah!. Clever
Interesting.
I have some old code I am about to rewrite and extend that calls my script 'executeUserEvent(n)'
How would you code it to avoid using execute_string() and without a long switch/case?
It's a shame there is no ev_user[n] like argument[n]. But I'm hoping for a general solution I can use elsewhere. e.g. choosePlayerSprite("FALL"+LEFT/"CLIMB"+DOWN/"CROUCH"+LEFT+CARRYING) or something. To get strings like 'sprPlayerCrouchLCarrying'.
I have a feeling I'm going about this the wrong way. Or is usage of execute_string() in cases like these 'mostly harmless' anyway? (If slower.)
Thanks in advance,
Chris
"I am not going to try to solve this for GM8 because GM9 will almost certainly use C++ for the runner. We will then probably redo a lot of the graphics code (also to speed it up)."
http://gm8.yoyogames.com/view.php?id=638
I thought he had already done that (C++) in GM8, hence the 'speed increase' in the 'what's new'?
Mark is really ploughing through the bug reports now.
His comment for report 370 says, "... In GM9 we will most likely redo the whole graphics."
http://gm8.yoyogames.com/view.php?id=370
Any idea what he has in mind?
for ({i = 0; j = 0}; j < argument1; {i += 1; j += 1})
Hey, that's neat! I'll have to try remember that.
The only limit is my imagination. lol
Chris
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