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a..... thanks
well i had a shot
any ways a nice script you have there
now , just to start out with these scripts are horrendously slow around 1 SECOND per 32*32 area, now i believe that there would be a faster way using surfaces but at the moment my slow computer can't handle any surfaces of any size
#define sprite_add_hue
/*sprite_add_hue(sprite,hue)
**
** Uses :
** To change how a sprite looks while the game is running
**
** Arguments :
** sprite : the sprite that is going to be edited
** hue : the hue to add to the sprite
**
** Returns :
** The newly created sprite's index
**
** Notes :
** only sprites with one subimg can be used
** very slow
*/
var spr,hue,prec,pre,q,tra,smo,xori,yori,wid,hie,e;
spr = argument0
hue = argument1
prec = sprite_get_precise(spr)
pre = sprite_get_preload(spr)
tra = sprite_get_transparent(spr)
smo = sprite_get_smooth(spr)
xori = sprite_get_xoffset(spr)
yori = sprite_get_yoffset(spr)
wid = sprite_get_width(spr)
hie = sprite_get_height(spr)
e = sprite_create_from_screen(0,0,wid,hie,false,false,false,true,0,0)
draw_rectangle_color(0,0,wid,hie,32896,32896,32896,32896,false)
draw_sprite(spr,0,xori,yori)
for (i = 0;i<wid;i+=1)
{
for (ii = 0;ii<hie;ii+=1)
{
q = draw_getpixel(i,ii)
draw_point_color(i,ii,make_color_hsv(color_get_hue(q)+hue,color_get_saturation(q),color_get_value(q)))
}
}
return sprite_create_from_screen(0,0,wid,hie,prec,tra,smo,pre,xori,yori)
draw_sprite(e,0,0,0)
#define sprite_add_value
/*sprite_add_value(sprite,val)
**
** Uses :
** To change how a sprite looks while the game is running
**
** Arguments :
** sprite : the sprite that is going to be edited
** val : the value to add to the sprite
**
** Returns :
** The newly created sprite's index
**
** Notes :
** only sprites with one subimg can be used
** very slow
*/
var spr,val,prec,pre,q,tra,smo,xori,yori,wid,hie,e;
spr = argument0
val = argument1
prec = sprite_get_precise(spr)
pre = sprite_get_preload(spr)
tra = sprite_get_transparent(spr)
smo = sprite_get_smooth(spr)
xori = sprite_get_xoffset(spr)
yori = sprite_get_yoffset(spr)
wid = sprite_get_width(spr)
hie = sprite_get_height(spr)
e = sprite_create_from_screen(0,0,wid,hie,false,false,false,true,0,0)
draw_rectangle_color(0,0,wid,hie,32896,32896,32896,32896,false)
draw_sprite(spr,0,xori,yori)
for (i = 0;i<wid;i+=1)
{
for (ii = 0;ii<hie;ii+=1)
{
q = draw_getpixel(i,ii)
draw_point_color(i,ii,make_color_hsv(color_get_hue(q),color_get_saturation(q),color_get_value(q)+val))
}
}
return sprite_create_from_screen(0,0,wid,hie,prec,tra,smo,pre,xori,yori)
draw_sprite(e,0,0,0)
#define sprite_add_saturation
/*sprite_add_saturation(sprite,sat)
**
** Uses :
** To change how a sprite looks while the game is running
**
** Arguments :
** sprite : the sprite that is going to be edited
** sat : the saturation to add to the sprite
**
** Returns :
** The newly created sprite's index
**
** Notes :
** only sprites with one subimg can be used
** very slow
*/
var spr,sat,prec,pre,q,tra,smo,xori,yori,wid,hie,e;
spr = argument0
sat = argument1
prec = sprite_get_precise(spr)
pre = sprite_get_preload(spr)
tra = sprite_get_transparent(spr)
smo = sprite_get_smooth(spr)
xori = sprite_get_xoffset(spr)
yori = sprite_get_yoffset(spr)
wid = sprite_get_width(spr)
hie = sprite_get_height(spr)
e = sprite_create_from_screen(0,0,wid,hie,false,false,false,true,0,0)
draw_rectangle_color(0,0,wid,hie,32896,32896,32896,32896,false)
draw_sprite(spr,0,xori,yori)
for (i = 0;i<wid;i+=1)
{
for (ii = 0;ii<hie;ii+=1)
{
q = draw_getpixel(i,ii)
draw_point_color(i,ii,make_color_hsv(color_get_hue(q),color_get_saturation(q)+sat,color_get_value(q)))
}
}
return sprite_create_from_screen(0,0,wid,hie,prec,tra,smo,pre,xori,yori)
draw_sprite(e,0,0,0)
#define sprite_set_hue
/*sprite_set_hue(sprite,hue)
**
** Uses :
** To change how a sprite looks while the game is running
**
** Arguments :
** sprite : the sprite that is going to be edited
** hue : the hue to set the sprite to
**
** Returns :
** The newly created sprite's index
**
** Notes :
** only sprites with one subimg can be used
** very slow
*/
var spr,hue,prec,pre,q,tra,smo,xori,yori,wid,hie,e;
spr = argument0
hue = argument1
prec = sprite_get_precise(spr)
pre = sprite_get_preload(spr)
tra = sprite_get_transparent(spr)
smo = sprite_get_smooth(spr)
xori = sprite_get_xoffset(spr)
yori = sprite_get_yoffset(spr)
wid = sprite_get_width(spr)
hie = sprite_get_height(spr)
e = sprite_create_from_screen(0,0,wid,hie,false,false,false,true,0,0)
draw_rectangle_color(0,0,wid,hie,32896,32896,32896,32896,false)
draw_sprite(spr,0,xori,yori)
for (i = 0;i<wid;i+=1)
{
for (ii = 0;ii<hie;ii+=1)
{
q = draw_getpixel(i,ii)
draw_point_color(i,ii,make_color_hsv(hue,color_get_saturation(q),color_get_value(q)))
}
}
return sprite_create_from_screen(0,0,wid,hie,prec,tra,smo,pre,xori,yori)
draw_sprite(e,0,0,0)
#define sprite_set_saturation
/*sprite_set_saturation(sprite,sat)
**
** Uses :
** To change how a sprite looks while the game is running
**
** Arguments :
** sprite : the sprite that is going to be edited
** sat : the saturation to set the sprite to
**
** Returns :
** The newly created sprite's index
**
** Notes :
** only sprites with one subimg can be used
** very slow
*/
var spr,sat,prec,pre,q,tra,smo,xori,yori,wid,hie,e;
spr = argument0
sat = argument1
prec = sprite_get_precise(spr)
pre = sprite_get_preload(spr)
tra = sprite_get_transparent(spr)
smo = sprite_get_smooth(spr)
xori = sprite_get_xoffset(spr)
yori = sprite_get_yoffset(spr)
wid = sprite_get_width(spr)
hie = sprite_get_height(spr)
e = sprite_create_from_screen(0,0,wid,hie,false,false,false,true,0,0)
draw_rectangle_color(0,0,wid,hie,32896,32896,32896,32896,false)
draw_sprite(spr,0,xori,yori)
for (i = 0;i<wid;i+=1)
{
for (ii = 0;ii<hie;ii+=1)
{
q = draw_getpixel(i,ii)
draw_point_color(i,ii,make_color_hsv(color_get_hue(q),sat,color_get_value(q)))
}
}
return sprite_create_from_screen(0,0,wid,hie,prec,tra,smo,pre,xori,yori)
draw_sprite(e,0,0,0)
#define sprite_set_value
/*sprite_set_value(sprite,val)
**
** Uses :
** To change how a sprite looks while the game is running
**
** Arguments :
** sprite : the sprite that is going to be edited
** val : the value to set the sprite to
**
** Returns :
** The newly created sprite's index
**
** Notes :
** only sprites with one subimg can be used
** very slow
*/
var spr,val,prec,pre,q,tra,smo,xori,yori,wid,hie,e;
spr = argument0
val = argument1
prec = sprite_get_precise(spr)
pre = sprite_get_preload(spr)
tra = sprite_get_transparent(spr)
smo = sprite_get_smooth(spr)
xori = sprite_get_xoffset(spr)
yori = sprite_get_yoffset(spr)
wid = sprite_get_width(spr)
hie = sprite_get_height(spr)
e = sprite_create_from_screen(0,0,wid,hie,false,false,false,true,0,0)
draw_rectangle_color(0,0,wid,hie,32896,32896,32896,32896,false)
draw_sprite(spr,0,xori,yori)
for (i = 0;i<wid;i+=1)
{
for (ii = 0;ii<hie;ii+=1)
{
q = draw_getpixel(i,ii)
draw_point_color(i,ii,make_color_hsv(color_get_hue(q),color_get_saturation(q),val))
}
}
return sprite_create_from_screen(0,0,wid,hie,prec,tra,smo,pre,xori,yori)
draw_sprite(e,0,0,0)
there they are please tell me what you think
Hi everyone
this is a new script of my that i made for no apparent reason.
it finds out if a number is a prime
#define is_prime
/* is_prime(x)
**
** Uses:
** for finding prime numbers
**
** Arguments:
** x the number to check if it's a prime
**
** Returns:
** Val true if the number is a prime false if it's not
**
*/
var _p,val;
_p = argument0
val = true
i = 2
while (val = true)&&(i!=_p-1)
{
if (frac(_p/i) = 0)
{
val = false
}
i += 1
}
return val;
can you please tell me what you tihnk
hi i'm back, soz i've been so long well, holiday then forgot then school started but any way here the new scripts (in the top post)
ok i've fixed all that but now it returns the text in lowercase everytime i've also made a full asci version but i can't post it yet because the computer which i'm post on dosen't have gm i will hopefully post it soon
ok all of those ideas are done except for the 8 bit version
and i will replace the code soon, also xot i myself also made a Vigenere cipher before i check for other encryption scripts that have been made and i noticed in your example that you had made a mistake in a Vigenere cipher "a" counts as a 0 and b counts as a 1 have a look at the Vigenere cipher page on wikipedia correct me if i'm wrong
hi everyone i'm new and due to the first topic i read i deciede to make a ceaser_cipher script so here it is
#define caeser_cipher
/*caeser_cipher(text,num)
**
** Arguments:
** text the text to be encrypted
** num the amount to move the letters by
**
**
** Returns:
** Val the encrypted text/decypt
**
** Notes:
** To Decipher the text use the reverse of your enciphering number eg; 5 to cipher -5 to decipher
** Will always return letters in lower case
**
** Credit:
** To XOT for helping me comeup with ways to fix it
*/
var _str,_num,_en,_strlen,_currchar,val,_exnum;
_str = argument0
_num = argument1
val = ""
_strlen = string_length(_str)
for (i = 1;i<=_strlen;i+=1)
{
_currchar = string_char_at(_str,i)
if (ord(_currchar)+_num<=90)&&(ord(_currchar)+_num>=65)
{
_currchar = chr(ord(_currchar)+32)
}
if (ord(_currchar)+_num<=122)&&(ord(_currchar)+_num>=97)
{
val += chr(ord(_currchar)+_num)
}
else
{
if (ord(_currchar)+_num>122)&&(ord(_currchar)+_num<=122-max(0,_num))
{
val+= chr(ord(_currchar)+_num-26)
}
else
{
if (ord(_currchar)+_num<97)&&(ord(_currchar)+_num>=97-min(0,_num))
{
val+= chr(ord(_currchar)+_num+26)
}
else
{
val += _currchar
}
}
}
}
return val
#define caeser_cipher_asci
/*caeser_cipher_asci(text,num)
**
** Arguments:
** text the text to be encrypted
** num the amount to move the letters by
**
**
** Returns:
** Val the encrypted text/decypt
**
** Notes:
** will return anscii encipher text so letters maybe reutned as symbols more usefull for encyption than the othe cipher
*/
var _str,_num,_en,_strlen,_currchar,val,_exnum;
_str = argument0
_num = argument1
val = ""
_strlen = string_length(_str)
for (i = 1;i<=_strlen;i+=1)
{
_currchar = ord(string_char_at(_str,i))
if (_currchar+_num>255)
{
_currchar-=255
}
if (_currchar+_num<0)
{
_currchar+=255
}
val += chr(_currchar+_num)
}
return val
any way here are the new scripts i think they work perfectly
edit : fixed a mistake
-atarian
Hi im Atarian my gmc name is may004 i started using gamemaker in 2005 using gm5 soon i got a hold of gm6 and registered not long after that, i started programming in 2003 using Visual Basic but i was only 11 and i was never any good at it, this year i've started helping out younger users and even started a bigish project which is at the moment on hold, i love my sport (gymnastics) and sadly im no good at any others , i like listening to most types of rock and suprisly this year have started listening to classical music (odd combination eh) i detest rap and country music though.
well thats about all i can think of at the moment
hi guys
well this is the first topic i have read and in doing so deiceded to make a ceaser_cipher i will post it soon
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