Edit: This is solved. There was a mistake in my code I didn't see until I took a break. I can't seem to delete the thread. Sorry.
Good afternoon, everybody :D
I have a single-screen 2 player game, with a play area of 9600 x 5400 where two people flying around planes and shoot at each other.
I'm trying to write to a file, using this code:
var level_data_file = file_text_open_append(working_directory + "level_data.json");
I am drawing the text...
I have a set of if statements that are not executing like it should. The player name starts as an array of 9 characters due to an algorithm that will do something based on math done on the asni char values of the characters. The array is then put into a test string and checked. The set of code...
This has been a problem since I purchased the software a few months ago.
I figure I'd give it time, hoping that an update would fix the issue.
Still nothing, so I'd figure I'd post a thread here about it.
When GS2 is the primary selected window, it ramps up its CPU usage to around 90%.
I've tried various solutions and searched the web. It seems like the solution must be pretty simple, but now I'm ready to turn to the forum. As the title states, the image_index will change at a mouse click, but when I add the draw event, the image_index won't change. Here is code and...
editor version: 18.104.22.168
runtime version: 22.214.171.124
added a sprite by dragging an image into the IDE.
Created an object
assigned sprite to object
drag object room
run -- object not visible.
Next, I added draw event with draw_self();
I get the following exception...
Thank you for taking the time to look at my post. First time posting as I have been struggling with the same issue for the past 3 days now.
My project level is randomly generated and I'm currently adding colliders on to tiles to prevent my player object from leaving the...
I'm having a problem passing a shader uniform.
Here's my fragment shader.
// Replaces brightness with a varying amount of green.
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
const vec4 weight = vec4(0.2125,0.7154,0.0721,0);
const float positive = float(0.5);
I'm gonna try something simple for starters, writing a shader that turns the whole sprite black, and another that turns the whole sprite white. However, I don't even know where to begin.
Where can I learn how to use shaders?
Hi, how are you all today?
Is there a way to let a created object know which instance created it, so i can keep it aligned with its creator's x,y, (to do the x,y, matching in the created object's code rather than doing this alignment in the creating object's code)?
I have a game where objects are in a room and have no draw code but are visible with a depth of -1.
Now I have a separate object that basically controls my whole game. That object is drawling a HUD and some other stuff at the set depth of the object at -20. So all the drawings are higher up then...
Alright, so being a dumb dumb, and not really having alll the much experience programming in general....I have a question. I have attempted to find an answer, but the closest I could find was related to using your mouse and moving in that direction...although I may have missed something....
I'd like to draw a crosshair composed of the area sandwiched between two rounded rectangles. I think the easiest way to do this would be to draw two rounded rectangles, and make the inner one transparent, a cutout so to speak.
What's the best way to make this happen? With the draw...
does anyone know the workings of collision_line? I need a line_in_rectangle collision, which is egregiously missing from the functions. I need to be able to check if a line collides with rectangles, but I can't just have an instance everywhere I need to look; I'm going to be using...
I'm trying to create a few objects that are going to be placed at a relative position from a certain object with positions x, y, but without knowing how wide those objects or the original object are. this is for an interface I am making, I would be interested in creating a circular interface but...
I have noticed that my walking sprite is skipping frames when the player is walking.
Here is the code for walking right:
if global.paused=false && global.playermove=true && sprite_index!=playershurtright && sprite_index!=playershurtleft
I have a coding error that I cannot seem to solve by myself so I hope you can help.
I have a spawn controller object that runs on an alarm event. There is a step event in the object besides the alarm.
While in open areas, the spawn controller works well. However, when entering...