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Howdy,
Alright, so I've always avoided instance deactivation and generally handled the 'deactivation' bit myself. However I am designing an extension that requires I "pause" objects regardless of how the user of the extension has programmed them. Because of this I am trying to use deactivation...
I've been making a Zelda-like top down game in GMS2, where the map is one big room with screen transitions, and I made off-screen objects deactivate themselves so enemies wouldn't move when you can't see them. Normally, when you bump into an enemy you will get hurt, but when I leave the starting...
Hi,
So I have this dynamic data structure (say a list) of arrays in my game. And for whatever reason the accessors cannot stack on each other:
myVar = myDS[| listIndex][arrayIndex]; // does not work
I have to instead use this alternative strategy to access the data:
//strategy 1
var myArray...
Does deactivating objects outside view and reactivating needed objects every step make the game really faster? Can doing that every step be rather bad for the game speed?
Hello!
I'm trying to make a specific deactivating system because of some objects I have in my game should behave differently to this matter. I started trying to replicate the instance deactivate region function. So my code looks like this:
var value=1;
var NCX=obj_camera.camX;
var...
GM Version: GM:S 1.4
Target Platform: All
Download: N/A
Links: N/A
Summary:
An efficient way to handle object activation and deactivation processes.
Heads up:
This tutorial covers basic functions and some data structures such as:
- Objects
- Arrays
- Ds stacks (or queues)
- For loops...
Hi! I have a quick question about a problem I'm having.
There's a fairly big world in the game I'm making, so I'd prefer to use the deactivating and regional activating for most of my objects, to optimize the performance. This works really nicely for my trees! But whenever I apply this to my...
I'm trying to deactivate my objects outside the screen, and activate them just before they appear. I am using instance_activate_region(view_xview, view_yview, view_wview, view_hview, true); which is working except for my trees. My trees are 64 pixels tall, 32 wide and whenever I move down (top...
I'm making a level creator game (think Zelda Maker). Every time I deactivate all instances, and load only the ones in the region, for some reason it must not be deactivating them completely because the memory keeps piling on top of itself. I use one large map and deactivate objects when I exit a...