I'm in the process of making a game with a text adventure element and found some code online I am using as a basis. I'm having a little trouble with this block here, which I want to modify to accept inputs via mouse-click instead of button presses:
//get input
var input = -1;
for(var i=0...
Hello, i want to do a simple-anti cheat system that would close any cheating programs... for example... when the game is running, close the task like the "task manager" in windows.
Any sup? or ways to find the useful tutorial on how to do it?
Thx ;D.
PD: i want to do it for windows, but...
Hey all! A quick question: is there away (or a way to work around of it) to have 2 of the same objects in a room but have different variables? For example:
Messageblock 1: var message = "Welcome! The movements are simple. Just walk with the arrow keys!"
Messageblock 2: var message = "There is...
Hello
what iam trying to do is to make Arduino comunicate with GM via TCP. But somehow even when i send the packets from Arduino i dont see anything in the buffer. I can see that the connection is established but it looks like the buffer doesnt load data from arduino.
I created the server with...
I'm working on adding an upgrade system to my game where after the level timer runs out, it brings the player to an upgrade menu where you can spend points. I'm having trouble with a player movement speed upgrade at the moment.
The idea is that selecting the upgrade option runs a script that...
I’ve been trying to solve this problem for a month now and just can’t figure out what’s causing this bug. I’m new to programming and gml mind you, but here’s what happens:
When Level starts it does a basic room autosave. I hit esc. Pause menu pops up as it should, I can then resume or quit just...
helo!
When I publish my game on play store, It gave me this error message when I try to download it from the store:
Can not install the application. The application "Bright Color" can not be installed. [...] (error code: -505)
I ask you if this error is caused because of this message the I...
Hi guys,
I'm kind of frustrated, there is this one thing that i wanted to apply to my game but i have failed to do so...
I wanted to apply a chromatic dissortion effect to my game. My initial game sample has 4 sprites... the are is one animated sprite in the background. and a player sprite...
I have 4 rooms with objects in all four rooms. I am only able to move an object to room 1 then I can move the object back to the room it came from but no other.
I have keys 1,2,3,and 4 set up to go to there respected room#(rm_layer#) when the variable global.currentlyselected=0 for testing...
Is there any way to put a collision into the step event? Whenever I try it never works, and my object always gets stuck in a wall, or worse. It's much more difficult to organize when I have to put all the collision in collision events.
Thanks!
So, I want to have a 4-way shooting system, but all the bullets have the same direction (meaning when I shoot one and it goes to the right and then I shoot another one going up, the first one goes up as well).
Here's the code (hope you can understand):
with (obj_player)
{
var shoot = 0...
i need draw a ring on 3D. for that i thot on cylinder, but i don't had luck with the code:
d3d_draw_cylinder(x,y,100,x,y,200, sprite_get_texture(sprPlayer,0),1,1,true,50);
i mean like these:
can anyone tell me something?
i have these script on Step event for get the mouse movement for the rotation camera:
argument0-=(display_mouse_get_x()-room_width/2)/10;
argument1=clamp(argument1+(display_mouse_get_y()-room_height/2)/10, -80, 80);
display_mouse_set(room_width/2, room_height/2);
yes on Windows Target works...
I'm try to figure out how to do collision checking between a triangle shaped object,thats constantly changing its image angle(image_angle).Do you have any useful code I could use (studio 1.4).I'm useing h&vspeed for movement(If that matters).
So I am having the problem that my program will let the walljump work... ONLY if the player is walljumping off a wall to the right. They will slide up it, slide down, then fall off. However if a player tries to jump at the LEFT wall, they stick.... I don't know why.
//COLLISION
//Horizontal
if...
I don't know how to explain it, so I got two pictures here:
As the variables get larger, the numbers start to go into eachother.
I want it so the MAXHP will draw in front of the HP, like this...
I'm making a top down game with multiple weapons. Right now there is movement, all of the collisions are optimized and working well, and I have 1 weapon that is constantly equipped. Now i'm trying to get the basics of a weapon system in, so I've been looking around at tutorials. The problem is...
so objects outside of the view and it's padding get deactivated. this works if I do it every frame so I want to do it only when the walked a certain amount of pixels (256 in this case) but for some reason now everything keeps being activated. code:
else if(view_xview[0] - lastxview > difference...