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instance_deactivate_all

  1. Dagoba

    instance_deactivate in Online game

    Hello there, I am just wondering about disabling objects outside of views. This works well within a single player game, but what if there's an online game with object that uses surfaces and a lot of Step & Draw events, so the performance could get slow unless it's deactivated outside of room...
  2. Z

    Activating/deactivating instances

    Hi everyone, I want to activate and deactivate certain instances when they are inside or outside my camera's view, so as to optimize the game and reduce lag. These instances run code, can be interacted with, and have draw events. Naturally, having too many of them will cause lag if they are...
  3. JAG

    GameMaker instance_deactivate_all is inconsistent?

    Has anyone ever run into an issue where they call instance_deactivate_all(true), and it works sometimes but not others? I have the debugger running. Ive set a breakpoint where Im calling the function in an object user_event. I then have set a breakpoint at the beginning of the Step event for...
  4. S

    GameMaker Help With Instance_deactivate_all()

    I'm using instance_deactivate_all as a pause mechanic and as you know it makes all objects disappear. Can anyone help me make it so it takes a picture of the screen and leaves that on while pause is active?
  5. D

    How best to imitate the decorator pattern? (attaching children)

    So here's the dilemma. I have a obj_collision which handles colliding with solid objects. It's children are things like projectiles, enemies, and the player. Only some of these objects need health, defense, etc. I don't want to make a parent with these attributes, because some projectiles need...
  6. N

    Legacy GM instance_destroy() or instance_deactivate_object()?

    Hey guys! I made main menu in which when you press play and If there is saved game question is displayed. (Are you sure you want to start new game?) First I made it with instance_deactivate_object (In this case instance_deactivate_all(true); ) and than two new objects are created (Yes and No...
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