GMLscripts.com

Discuss and collaborate on GML scripts
Invert

You are not logged in.

#1 Re: Script Submission » transform_set_HUD » 2008-09-24 13:58:26

Maybe I'm being dull but this appears to have the exact same functionality of setting the projection to orthographic?

#2 Re: Script Submission » file_find_list » 2008-03-24 17:34:12

Nice work Quimp. I'll be using this one.

#3 Re: GML Reference » return - unexpected behavior » 2008-03-08 11:59:45

Keep in mind GM is for beginners.
It's like hating playdough for not being as good as proper modeling plasticine.

#8 Re: Script Submission » resource loaders » 2007-12-09 13:47:45

Nice dude. Thanks for submitting them.

#9 Re: GML Creations » Feedback: Fire » 2007-10-21 09:30:10

I'd have a look at the editable but I can't seem to find my reg-key papers.

#10 Re: GML Creations » Feedback: Fire » 2007-10-21 06:24:53

The only concievable problem I can see with the effect is the "interlacing" lines.

#11 Re: Community » Introductions » 2007-10-17 12:14:20

Great to see ya here Twisty.

#13 Re: Off Topic » IGF entries announced - Finalists Announced » 2007-10-09 13:01:08

They always are.
On the second page, the acclaimed, and uber-long WIP, Madhouse:
http://www.igf.com/php-bin/entry2008.php?id=21

On the last page, Wanderlust Rebirth, currently only playable on the Reflect Forums:
http://www.igf.com/php-bin/entry2008.php?id=139

#14 GML Reference » Reworking 3D section » 2007-10-09 12:54:00

Grand-High Gamer
Replies: 3

http://www.gmlscripts.com/gml/viewing_the_world
I'm gonna try and define the arguments for d3d_set_projection, so far I have (far from complete):

d3d_set_projection(xfrom,yfrom,zfrom,xto,yto,zto,xup,yup,zup)   Defines how to look in the world. You specify the point to look from, the point to look to and the up vector.

Xfrom, Yfrom, and Zfrom:
The x, y, and z coordinates of the viewing location, the camera.

Xto, Yto, and Zto:
The x, y, and z coordinates to point to, this might be the player object in a third person game. If you want it to point in a specific direction then you must calculate a point in that direction using sine/cosine or the lengthdir functions.

Expandeg. x+cos(direction*pi/180),y-sin(direction*pi/180)

xup, yup, and zup:
These are used to specify the up vector for the view.
Normally in GM 3D you will want to set zup to 1 (setting a positive z value as being up) and leave the rest as 0.
However if you want to use the same up as conventional modelling program and other such 3D stuff then set yup to 1 and leave zup at 0.

Hopefully someone else can help with the wording and such.

Reference:
http://66.102.9.104/search?q=cache:8LvV … cd=8&gl=uk

#15 Re: Community » Introductions » 2007-10-09 12:17:43

Hi guys, I'm Grand-High Gamer (which is a bit of a misnomer considering I'm crap at video games, thank god for Z:TP's easy difficulty level).
I started using GM at the GM4.something stage. I didn't get into it so I quit. I started again at GM5.3a. I stayed there until I finally registered, then I upgraded to GM6 (which is more constricting to unreged users IMHO).
I registered on the GMC around the same time I started with 5.3a, about a month or so before FredFredrickson (so why am I not a mod‽ Oh... right, I'm retarded and troll alot).

That's about it.

Happy coding everyone. Hopefully the screenshot script I submitted will eventually surface.

Board footer

Powered by FluxBB