September 03, 2025, 05:31:40 pm

The Gang Garrison 2 Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

NOTICE: Wondering where all the forums have gone?

Join the community Discord server!

Pages: 1 ... 12 13 [14] 15

Author Topic: ITT we make fun of stupid stuff in GML  (Read 42236 times)

Spazz

  • Seasoned Member
  • *****
  • Karma: 44
  • Offline Offline
  • Posts: 1910
  • Almost too much seasoning.
Re: ITT we make fun of stupid stuff in GML
« Reply #195 on: November 25, 2017, 08:36:08 pm »

Regardless if it's an idiotic question, how would one fix this and does GG2 have this anywhere?
Logged

<3 Bustatunez

Phantom Brave

  • All Hail Classicwell
  • Moderator
  • *****
  • Karma: 70
  • Offline Offline
  • Posts: 12519
  • Another one --
Re: ITT we make fun of stupid stuff in GML
« Reply #196 on: November 25, 2017, 09:00:45 pm »

You don't and it doesn't.
Logged

http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Saniblues

  • Onion Knight
  • Administrator
  • *****
  • Karma: -1304
  • Offline Offline
  • Posts: 12205
Re: ITT we make fun of stupid stuff in GML
« Reply #197 on: November 29, 2017, 07:19:44 am »

Ran it in GMS and it vomitted an error. Likely just functional in GM8 due to the fact that it's GM8
Logged
Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

Saniblues

  • Onion Knight
  • Administrator
  • *****
  • Karma: -1304
  • Offline Offline
  • Posts: 12205
Re: ITT we make fun of stupid stuff in GML
« Reply #198 on: November 29, 2017, 09:33:28 pm »

And to answer your questions: we could fix the problem by porting the game to studio which would do more good (hosting through steam networks instead of needing to port forward, general optimizations for the game, potential for multiplatform builds etc) than harm (most of the hacky shit we used for menus would need to be rewritten, an actual modding api would need to be written instead of directly modifying game data the way it currently works)

And this board doesn't necessarily pertain 100% to gg2dev. This thread is dedicated to berating the engine it made in for example
Logged
Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

Spazz

  • Seasoned Member
  • *****
  • Karma: 44
  • Offline Offline
  • Posts: 1910
  • Almost too much seasoning.
Re: ITT we make fun of stupid stuff in GML
« Reply #199 on: November 30, 2017, 07:44:12 am »

It was but a simple (idiotic) question
Logged

<3 Bustatunez

PrOF

  • Full Member
  • ***
  • Karma: 43
  • Offline Offline
  • Posts: 593
  • Sometimes a dev. Only sometimes
Re: ITT we make fun of stupid stuff in GML
« Reply #200 on: December 01, 2017, 01:58:28 am »

The major errors we will encounter: https://help.yoyogames.com/hc/en-us/articles/216753658-Obsolete-GM7-GM8-Functions-And-GameMaker-Studio
-Sound functions deprecated in favour of Audio functions
-All Dynamic functions won't work. GG2 uses a ton of them
-All plugin support would be dropped without exceptions anyway as execute_string was removed
-The old dlls might not work (probably will tho)
-I think it no longer accepts GG2's sprite font, but I'm not sure
Also wasn't Benetnash going to be something someday?
« Last Edit: December 01, 2017, 01:58:46 am by PrOF »
Logged

Phantom Brave

  • All Hail Classicwell
  • Moderator
  • *****
  • Karma: 70
  • Offline Offline
  • Posts: 12519
  • Another one --
Re: ITT we make fun of stupid stuff in GML
« Reply #201 on: December 01, 2017, 02:42:11 am »

>-I think it no longer accepts GG2's sprite font, but I'm not sure
We stopped using the old style font a while ago. We use a spritesheet font now.

>Also wasn't Benetnash going to be something someday?
I stopped working on it because I hate the fucking shit out of C++ but see no sensible alternatives yet.
Logged

http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Saniblues

  • Onion Knight
  • Administrator
  • *****
  • Karma: -1304
  • Offline Offline
  • Posts: 12205
Re: ITT we make fun of stupid stuff in GML
« Reply #202 on: December 09, 2017, 03:48:40 am »

The major errors we will encounter: https://help.yoyogames.com/hc/en-us/articles/216753658-Obsolete-GM7-GM8-Functions-And-GameMaker-Studio
-Sound functions deprecated in favour of Audio functions
-All Dynamic functions won't work. GG2 uses a ton of them
-All plugin support would be dropped without exceptions anyway as execute_string was removed
-The old dlls might not work (probably will tho)
-I think it no longer accepts GG2's sprite font, but I'm not sure
Also wasn't Benetnash going to be something someday?
>Sound functions deprecated in favor of Audio functions
You can use the legacy audio systems with Studio, though you cannot use both interchangeably. Additionally, since we handle sounds in scripts, it isn't hard to transition
>All dynamic functions won't work. GG2 uses a ton of them
For starters, we shouldn't rely on lazily doing that in the first place. The fact that our "Plugin" system alters game files and requires a hard reset just from leaving a server is obscene. In addition, GMLive was recently developed and can function as a replacement for execute_script calls, but it would do us much better in the long run to simply do away with them altogether (And in addition, it would probably be a bad idea to include proprietary extensions in an open source game. We could fix this simply by making a Studio port closed source, though that might not sit well with a lot of people even though it would have a functional modding system in place)
>The old dlls might not work (probably will tho)
MedO made FaucetNet, you know. A lot of devs still use it for networking to this day.
>I think it no longer accepts GG2's sprite font, but I'm not sure
https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/fonts/font_add_sprite.html
lmao
« Last Edit: December 09, 2017, 03:51:03 am by Saniblues »
Logged
Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

PrOF

  • Full Member
  • ***
  • Karma: 43
  • Offline Offline
  • Posts: 593
  • Sometimes a dev. Only sometimes
Re: ITT we make fun of stupid stuff in GML
« Reply #203 on: January 15, 2018, 03:54:47 pm »

Ok while overhauling my ControllerSupport plugin I noticed something strange:
PlayerControl, create event
Code: [Select]
letsJump = false;
justJumped = false;
PlayerControl, step event
Code: [Select]
if(joystick_check_button(jSlot, 5)) {
    letsJump = true;
}
else {
    letsJump = false;
    justJumped = false;
}
if (letsJump && !justJumped) {
    keybyte |= $80;
    justJumped = true;
}
Really complicated code, I know. It needs to make sure the jump button is released before I can double jump
The thing is: it didn't work. I tried running it in debug mode and it worked perfectly
Turns out that if you play the game at 30 fps it works, but if you even remotely think about playing at 60 fps you're going to have a bad time
Why? Idk, I optimised the hell out of that plugin so performance isn't an issue, my best guess is that joystick checks are glitchy in Game Maker

Edit: a simple if (global.run_virtual_ticks) fixed it. If anyone has an explanation I'd like to read it
« Last Edit: January 15, 2018, 04:01:33 pm by PrOF »
Logged

Phantom Brave

  • All Hail Classicwell
  • Moderator
  • *****
  • Karma: 70
  • Offline Offline
  • Posts: 12519
  • Another one --
Re: ITT we make fun of stupid stuff in GML
« Reply #204 on: January 15, 2018, 05:49:55 pm »

are you trying to play on a server or on the local game?
Logged

http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

PrOF

  • Full Member
  • ***
  • Karma: 43
  • Offline Offline
  • Posts: 593
  • Sometimes a dev. Only sometimes
Re: ITT we make fun of stupid stuff in GML
« Reply #205 on: January 16, 2018, 04:34:15 pm »

are you trying to play on a server or on the local game?
I'm sure it happens when hosting, didn't test online
Logged

BlackDoomer

  • Junior Member
  • **
  • Karma: 3
  • Offline Offline
  • Posts: 79
  • *batteries not included
    • Doom2D.org
Re: ITT we make fun of stupid stuff in GML
« Reply #206 on: May 26, 2019, 04:46:56 pm »

Shorthand operators in GML are implemented through simple unfolding to their full forms:

Code: [Select]
x += 1;  // -> x = x + 1
GML also allows the next syntax of value assignment to all instances of specific object:

Code: [Select]
object.x = 10;  // will move all instances of 'object' onto line with X coord equal to 10
But what will happen if we'll try to use shorthand operator for, to say, moving all 'object' instances 100 pixels left?

Code: [Select]
object.x += 100;  // -> object.x = object.x + 100
This line of code will actually assign X coord of all instances of type 'object' to X coord of the first 'object' instance. :hehe16:
Logged
Oh my God, who touch Sasha?! (c) Heavy
www.doom2d.org - Doom 2D, one of the best 2D-games in the world

LOL U MAD

Phantom Brave

  • All Hail Classicwell
  • Moderator
  • *****
  • Karma: 70
  • Offline Offline
  • Posts: 12519
  • Another one --
Re: ITT we make fun of stupid stuff in GML
« Reply #207 on: February 03, 2020, 07:02:09 am »

fun fact: game maker 8.0 has that problem where input sampling is on the wrong side of the framerate limiter so there's an extra frame of input lag
Logged

http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

BlackDoomer

  • Junior Member
  • **
  • Karma: 3
  • Offline Offline
  • Posts: 79
  • *batteries not included
    • Doom2D.org
Re: ITT we make fun of stupid stuff in GML
« Reply #208 on: February 26, 2020, 07:59:11 pm »

fun fact: game maker 8.0 has that problem where input sampling is on the wrong side of the framerate limiter so there's an extra frame of input lag
could you please provide a sample source to demonstrate?
Logged
Oh my God, who touch Sasha?! (c) Heavy
www.doom2d.org - Doom 2D, one of the best 2D-games in the world

LOL U MAD

Phantom Brave

  • All Hail Classicwell
  • Moderator
  • *****
  • Karma: 70
  • Offline Offline
  • Posts: 12519
  • Another one --
Re: ITT we make fun of stupid stuff in GML
« Reply #209 on: February 27, 2020, 04:15:00 am »

make something that runs at 1fps and changes something graphical based on key state
Logged

http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters
Pages: 1 ... 12 13 [14] 15
 

Page created in 0.022 seconds with 30 queries.