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This time i tried to set up a variable that makes the code do one action if true and another if false. However, it seems what I have is not changing the variable.
function CutsceneTextBox(DialogueIDScript)
{
TextDone = false;
if TextDone == false && !instance_exists(oTextBox)
{...
I.D.E. 2.2.5.481
Runtime 2.2.5.378
I'm having an issue where my Puppeted variable is not getting updated by a timeline. I have confirmed that the Puppeted variable is not being set to true by the timeline by printing debug messages and printing its status on screen while playing. Other moments...
Hey, I used to intuitively know (or a case of never really thought about the use case for each approach) but I've confused myself and would like the following clarified. In some cases why use a boolean to represent a certain condition, instead of testing the condition directly.
Take for example...
I'm making a basic space shooter arcade game and instead of using the built-in collision event I'm using place_meeting. Since this would have to be in the step event and the step event runs every frame I made a boolean variable named hit that will become true once an enemy hits the player's...
I have four booleans, npc_canmove_up, npc_canmove_down, npc_canmove_left, ncp_canmove-right, in my npc object's variable definitions section. Then in my create event I started this self repeating alarm.
//start another alarm
alarm[0] = random_range(ncp_rotatetime_min,ncp_rotatetime_max)...
Back in the days, I made a no-overshooting and pixel perfect collision checking script. 2 weeks ago I implemented a platform system that works like in Terraria. You can jump through it and you can drop down by pressing down. Platforms are working perfectly but there is a glitch that I couldn't...
Hello!
As the title says, how to treat ds_list_find_index() as boolean instead of certain indexes?
for example I am trying to check if some values exist in a ds_list and if it does, it should return true otherwise it should return false. But somehow it returns false even though all the values...
Hi again everyone!
I know I have basically been spamming the forums the last couple of days, but while things are a little more quiet with my life, I'm seizing the opportunity to really put some time into my current project!
That being said, I have hit something of a slight roadblock with my...
Hi everyone!
Sorry to be consistently bugging people with 'noobish' questions, but I can't seem to find an answer anywhere!
Is there an expression for evaluation of ranges in if statements? As in, is there an expression I can use to stipulate:
if variable is within 0 and 10
{
Do this
}
Or is...
Is there a simple way of having code execute every other step without using alarms? The best I can think of is this in a step event:
if (exec) {
//Do stuff
};
exec = !exec; //or something to swap exec from true to false and vice versa.
UPDATE: v2.0.2; New:
Last version included as a rollback-possibility
Clearer seperation between global and local Flags
Reduced amount of macros to use
Added possibility to access local Flags of one object from another
Added shortcut-functions that are very useful if Flag system is intensively...