Converting GML script: MACRO: GM_version
Converted string - line 1: '100' -> "100"
Converting GML script: ${project_dir}\scripts\centerViewOnMe\centerViewOnMe.gml
Converted builtin - line 4: view_xview[0] = gvX -> __view_set( e__VW.XView, 0, gvX )
Converted builtin - line 5: view_yview[0] = gvY -> __view_set( e__VW.YView, 0, gvY )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted description /// @description Centrowanie widoku();
Converting GML script: ${project_dir}\scripts\notInView\notInView.gml
Converted builtin - line 8: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 8: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 8: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 8: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 8: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 8: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted description /// @description Bufor widoku;
Converting GML script: ${project_dir}\scripts\piorun_auto\piorun_auto.gml
Converted builtin - line 20: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 20: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 12: view_wview -> __view_get( e__VW.WView, 0 )
Converting GML script: ${project_dir}\scripts\score_add\score_add.gml
Converted description /// @description score_add(name,score)
/// @param name
/// @param score
Converting GML script: ${project_dir}\scripts\score_save\score_save.gml
Converted description /// @description score_save
Converting GML script: ${project_dir}\scripts\score_sort\score_sort.gml
Converted description /// @description score_sort
!!! Font fontIntro uses a font (Channel) not installed on this system - Font has NOT been regenerated
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fontIntro\fontIntro.gms1.png
Font fntScore has been converted to font family Comic Sans MS (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fntScore\fntScore.gms1.png
Font fnt_pwrup has been converted to font family Euphemia (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fnt_pwrup\fnt_pwrup.gms1.png
Font fn_plansza has been converted to font family Tahoma (Bold)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fn_plansza\fn_plansza.gms1.png
Font fn_introtekst has been converted to font family Tahoma (Bold)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fn_introtekst\fn_introtekst.gms1.png
Font imie has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\imie\imie.gms1.png
Font global_fnt_textbox has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\global_fnt_textbox\global_fnt_textbox.gms1.png
Font fn_punkty has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fn_punkty\fn_punkty.gms1.png
Font font0 has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\font0\font0.gms1.png
Font font1 has been converted to font family Arial (Bold)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\font1\font1.gms1.png
Font gmt_font has been converted to font family Segoe UI Light (Light)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\gmt_font\gmt_font.gms1.png
Font gmt_font_button has been converted to font family Segoe UI Light (Light)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\gmt_font_button\gmt_font_button.gms1.png
Font gmt_font_title has been converted to font family Segoe UI Light (Light)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\gmt_font_title\gmt_font_title.gms1.png
!!! Font fnt_Arial11 font family Algerian is installed but couldn't match style - Font has NOT been regenerated
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fnt_Arial11\fnt_Arial11.gms1.png
!!! Font fnt_Drzwi_brama font family Algerian is installed but couldn't match style - Font has NOT been regenerated
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fnt_Drzwi_brama\fnt_Drzwi_brama.gms1.png
Font f_normal has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\f_normal\f_normal.gms1.png
Font f_other has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\f_other\f_other.gms1.png
Font font_text has been converted to font family Trebuchet MS (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\font_text\font_text.gms1.png
Font fButton has been converted to font family Courier New (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\fButton\fButton.gms1.png
Font font19 has been converted to font family Arial (Regular)
GameMaker Studio 1 font texture has been backed up at ${project_dir}\fonts\font19\font19.gms1.png
Converting GML script: ${project_dir}\objects\obj_spawn_bulwa\Create_0.gml
Converted description /// @description respawn bulwy
Converting GML script: ${project_dir}\objects\obj_spawn_bulwa\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_respawn_kostek\Create_0.gml
Converted description /// @description respawn kostka
Converting GML script: ${project_dir}\objects\obj_respawn_kostek\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\respawn_anatola_po_bugu\Create_0.gml
Converted description /// @description respawn Anatola
Converting GML script: ${project_dir}\objects\respawn_anatola_po_bugu\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_nowy_wrog_respawn\Create_0.gml
Converted description /// @description respawn bulwy
Converting GML script: ${project_dir}\objects\obj_nowy_wrog_respawn\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_spawn\Create_0.gml
Converted description /// @description respawn bulwy
Converting GML script: ${project_dir}\objects\obj_spawn\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_respawn_antos\Create_0.gml
Converted description /// @description respawn bulwy
Converting GML script: ${project_dir}\objects\obj_respawn_antos\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_spawn_gerwazy\Create_0.gml
Converted description /// @description respawn bulwy
Converting GML script: ${project_dir}\objects\obj_spawn_gerwazy\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_spawn_rysiu_chodzi\Create_0.gml
Converted description /// @description respawn bulwy
Converting GML script: ${project_dir}\objects\obj_spawn_rysiu_chodzi\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_spawn_rysiu\Create_0.gml
Converted description /// @description respawn bulwy
Converting GML script: ${project_dir}\objects\obj_spawn_rysiu\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_spawn_dino\Create_0.gml
Converted description /// @description respawn bulwy
Converting GML script: ${project_dir}\objects\obj_spawn_dino\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_spawn_bandyta\Create_0.gml
Converted description /// @description respawn bulwy
Converting GML script: ${project_dir}\objects\obj_spawn_bandyta\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_enemy_smoczek\Create_0.gml
Converted description /// @description respawn bulwy
Converting GML script: ${project_dir}\objects\obj_enemy_smoczek\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_respawn_pszczolka\Create_0.gml
Converted description /// @description respawn bulwy
Converting GML script: ${project_dir}\objects\obj_respawn_pszczolka\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_respawn_nietoperz\Create_0.gml
Converted description /// @description respawn bulwy
Converting GML script: ${project_dir}\objects\obj_respawn_nietoperz\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_respawn_mumia\Create_0.gml
Converted description /// @description respawn mumia
Converting GML script: ${project_dir}\objects\obj_respawn_mumia\Alarm_0.gml
Converted description /// @description tworzenie instancji mumia
Converting GML script: ${project_dir}\objects\obj_respawn_mumia\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_respawn_duszek\Create_0.gml
Converted description /// @description respawn duszek
Converting GML script: ${project_dir}\objects\obj_respawn_duszek\Alarm_0.gml
Converted description /// @description tworzenie instancji duszek
Converting GML script: ${project_dir}\objects\obj_respawn_duszek\Step_0.gml
Converted description /// @description czasowy respawn wroga
Converting GML script: ${project_dir}\objects\obj_game_over_stop\Create_0.gml
Converted description /// @description dzwiek game over
Converting GML script: ${project_dir}\objects\obj_global_controller\Create_0.gml
Converted description /// @description Ustawienia
Converting GML script: ${project_dir}\objects\obj_global_controller\Destroy_0.gml
Converted description /// @description Czyszczenie systemu efektow
Converting GML script: ${project_dir}\objects\obj_global_controller\Step_1.gml
Converted builtin - line 5: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 6: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 6: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 2: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 5: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 7: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 3: view_wport[0] = window_get_width( -> __view_set( e__VW.WPort, 0, window_get_width( )
Converted builtin - line 2: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted builtin - line 5: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted builtin - line 7: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted builtin - line 4: view_hport[0] = window_get_height( -> __view_set( e__VW.HPort, 0, window_get_height( )
Converted description /// @description Wyswietlanie widoku okna gry
Converted builtin - line 5: view_hview[0] = __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) -> __view_set( e__VW.HView, 0, __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) )
Converting GML script: ${project_dir}\objects\obj_global_controller\Step_0.gml
Converted description /// @description restart
Converting GML script: ${project_dir}\objects\obj_game_controller\Create_0.gml
Converted builtin - line 21: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 22: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 23: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 24: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 25: view_object[0] -> __view_get( e__VW.Object, 0 )
Converted description /// @description Ustawienia globalne
Converting GML script: ${project_dir}\objects\obj_game_controller\Step_2.gml
Converted builtin - line 36: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 15: view_xview[0] -= (view_wview[0]-tempW)/2 -> __view_set( e__VW.XView, 0, __view_get( e__VW.XView, 0 ) - ((view_wview[0]-tempW)/2) )
Converted builtin - line 37: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 16: view_yview[0] -= (view_hview[0]-tempH)/2 -> __view_set( e__VW.YView, 0, __view_get( e__VW.YView, 0 ) - ((view_hview[0]-tempH)/2) )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 4: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 11: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 12: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 19: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 21: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 29: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 29: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 36: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 9: view_wview[0] = view_hview[0]/view_hport[0]*view_wport[0] -> __view_set( e__VW.WView, 0, view_hview[0]/view_hport[0]*view_wport[0] )
Converted builtin - line 20: view_wview[0] = room_width -> __view_set( e__VW.WView, 0, room_width )
Converted builtin - line 25: view_wview[0] = view_hview[0]/view_hport[0]*view_wport[0] -> __view_set( e__VW.WView, 0, view_hview[0]/view_hport[0]*view_wport[0] )
Converted builtin - line 2: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 5: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 8: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 23: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 30: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 30: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 37: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 24: view_hview[0] = room_height -> __view_set( e__VW.HView, 0, room_height )
Converted builtin - line 7: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 12: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 21: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 7: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted builtin - line 12: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted builtin - line 21: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted description /// @description Widok
Converted builtin - line 36: view_xview[0] = round(min(max(0,lerp(__view_get( e__VW.XView, 0 ),gvX,.15)),room_width-__view_get( e__VW.WView, 0 ))) -> __view_set( e__VW.XView, 0, round(min(max(0,lerp(__view_get( e__VW.XView, 0 ),gvX,.15)),room_width-__view_get( e__VW.WView, 0 ))) )
Converted builtin - line 37: view_yview[0] = round(min(max(0,lerp(__view_get( e__VW.YView, 0 ),gvY,.15)),room_height-__view_get( e__VW.HView, 0 ))) -> __view_set( e__VW.YView, 0, round(min(max(0,lerp(__view_get( e__VW.YView, 0 ),gvY,.15)),room_height-__view_get( e__VW.HView, 0 ))) )
Converted builtin - line 15: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 11: view_wview[0] = lerp(__view_get( e__VW.WView, 0 ),gvW,.3) -> __view_set( e__VW.WView, 0, lerp(__view_get( e__VW.WView, 0 ),gvW,.3) )
Converted builtin - line 9: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 16: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 25: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 8: view_hview[0] = lerp(__view_get( e__VW.HView, 0 ),gvH,.3) -> __view_set( e__VW.HView, 0, lerp(__view_get( e__VW.HView, 0 ),gvH,.3) )
Converted builtin - line 12: view_hview[0] = __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) -> __view_set( e__VW.HView, 0, __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) )
Converted builtin - line 21: view_hview[0] = __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) -> __view_set( e__VW.HView, 0, __view_get( e__VW.WView, 0 )/__view_get( e__VW.WPort, 0 )*__view_get( e__VW.HPort, 0 ) )
Converted builtin - line 9: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 25: view_wport[0] -> __view_get( e__VW.WPort, 0 )
Converted builtin - line 9: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converted builtin - line 25: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converting GML script: ${project_dir}\objects\obj_game_controller\Step_0.gml
Converted description /// @description kontroler odpowiedzialny za giniecie bohatera
Converting GML script: ${project_dir}\objects\obj_game_controller\Keyboard_123.gml
Converted description /// @description Screenshoty
Converting GML script: ${project_dir}\objects\obj_game_controller\Other_4.gml
Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 18: view_xview[0] = min(max(0,gvX),room_width-view_wview[0]) -> __view_set( e__VW.XView, 0, min(max(0,gvX),room_width-view_wview[0]) )
Converted builtin - line 12: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 19: view_yview[0] = min(max(0,gvY),room_height-view_hview[0]) -> __view_set( e__VW.YView, 0, min(max(0,gvY),room_height-view_hview[0]) )
Converted builtin - line 13: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 14: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 15: view_object[0] -> __view_get( e__VW.Object, 0 )
Converted description /// @description do mini mapy wybieranie map z zakresem roo_
Converted builtin - line 18: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 19: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converting GML script: ${project_dir}\objects\obj_game_controller\Draw_64.gml
Converted description /// @description Wyswietlamy HUD gracza
Converting GML script: ${project_dir}\objects\obj_test\Draw_0.gml
Converted builtin - line 1: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 1: view_hport[0] -> __view_get( e__VW.HPort, 0 )
Converting GML script: ${project_dir}\objects\obj_audio_controler\Create_0.gml
Converted description /// @description Sound settings
Converting GML script: ${project_dir}\objects\obj_przejscie1\Create_0.gml
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_przejscie2\Create_0.gml
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_przejscie3\Create_0.gml
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_przejscie4\Create_0.gml
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_przejscie5\Create_0.gml
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_przejscie6\Create_0.gml
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_przejscie7\Create_0.gml
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_transition\Create_0.gml
Converted builtin - line 23: background_visible
-> __background_get( e__BG.Visible, i )
Converted builtin - line 25: background_visible = false -> __background_set( e__BG.Visible, i, false )
Converted builtin - line 24: background_foreground -> __background_get( e__BG.Foreground, i )
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_transition\Destroy_0.gml
Converted builtin - line 5: background_visible = bVis -> __background_set( e__BG.Visible, i, bVis )
Converted description /// @description Clean up
Converting GML script: ${project_dir}\objects\obj_transition\Step_1.gml
Converted description /// @description Functioning
Converting GML script: ${project_dir}\objects\obj_transition\Other_4.gml
Converted builtin - line 3: background_visible -> __background_get( e__BG.Visible, i )
Converted builtin - line 5: background_visible = false -> __background_set( e__BG.Visible, i, false )
Converted builtin - line 4: background_foreground -> __background_get( e__BG.Foreground, i )
Converted description /// @description Do not show backgrounds
Converting GML script: ${project_dir}\objects\obj_transition\Draw_73.gml
Converted description /// @description Surface update
Converting GML script: ${project_dir}\objects\obj_transition\Draw_64.gml
Converted description /// @description Transition
Converting GML script: ${project_dir}\objects\obj_transition\Draw_0.gml
Converted builtin - line 3: background_foreground -> __background_get( e__BG.Foreground, i )
Converted builtin - line 4: background_index -> __background_get( e__BG.Index, i )
Converted builtin - line 5: background_index -> __background_get( e__BG.Index, i )
Converted builtin - line 4: background_x -> __background_get( e__BG.X, i )
Converted builtin - line 5: background_x -> __background_get( e__BG.X, i )
Converted builtin - line 4: background_y -> __background_get( e__BG.Y, i )
Converted builtin - line 5: background_y -> __background_get( e__BG.Y, i )
Converted description /// @description Draw foregrounds
Converting GML script: ${project_dir}\objects\obj_test_controller\Create_0.gml
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_napis_plansz\Draw_0.gml
Converted builtin - line 21: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 22: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 21: view_wview -> __view_get( e__VW.WView, 0 )
Converted builtin - line 22: view_hview -> __view_get( e__VW.HView, 0 )
Converting GML script: ${project_dir}\objects\obj_controller\Other_63.gml
Converted description /// @description Wyjscie z gry po spelnieniu warunkow
Converting GML script: ${project_dir}\objects\obj_checkpoint\Create_0.gml
Converted description /// @description Ustawienia
Converting GML script: ${project_dir}\objects\obj_checkpoint\Draw_0.gml
Converted builtin - line 8: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 8: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 8: view_wview -> __view_get( e__VW.WView, 0 )
Converted builtin - line 8: view_hview -> __view_get( e__VW.HView, 0 )
Converting GML script: ${project_dir}\objects\obj_ruchome_tlo\Step_0.gml
Converted builtin - line 1: background_x[0] = view_xview*0.2 -> __background_set( e__BG.X, 0, view_xview*0.2 )
Converted builtin - line 3: background_x[1] = view_xview*0.2 -> __background_set( e__BG.X, 1, view_xview*0.2 )
Converted builtin - line 1: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_xview -> __view_get( e__VW.XView, 0 )
Converting GML script: ${project_dir}\objects\obj_ruchome_tlo_uniwersalne\Step_0.gml
Converted builtin - line 2: background_visible -> __background_get( e__BG.Visible, i )
Converted builtin - line 7: background_x = -view_xview -> __background_set( e__BG.X, i, -view_xview )
Converted builtin - line 10: background_y = -view_yview*(room_height-view_hview)/(background_height*background_xscale) -> __background_set( e__BG.Y, i, -view_yview*(room_height-view_hview)/(background_height*background_xscale) )
Converted builtin - line 3: background_xscale=2 -> __background_set( e__BG.XScale, i, 2 )
Converted builtin - line 4: background_yscale=2 -> __background_set( e__BG.YScale, i, 2 )
Converted builtin - line 10: background_height -> __background_get( e__BG.Height, i )
Converted builtin - line 10: background_xscale -> __background_get( e__BG.XScale, i )
Converted builtin - line 7: view_xview -> __view_get( e__VW.XView, i )
Converted builtin - line 10: view_yview -> __view_get( e__VW.YView, i )
Converted builtin - line 10: view_hview -> __view_get( e__VW.HView, i )
Converting GML script: ${project_dir}\objects\obj_ruchome_tlo_kraina_sniegu\Step_0.gml
Converted builtin - line 1: background_x[0] = view_xview*0.5 -> __background_set( e__BG.X, 0, view_xview*0.5 )
Converted builtin - line 3: background_x[1] = view_xview*0.2 -> __background_set( e__BG.X, 1, view_xview*0.2 )
Converted builtin - line 2: background_y[0] = view_yview*0.5 -> __background_set( e__BG.Y, 0, view_yview*0.5 )
Converted builtin - line 4: background_y[1] = view_yview*0.2 -> __background_set( e__BG.Y, 1, view_yview*0.2 )
Converted builtin - line 1: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 4: view_yview -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\obj_ruchome_tlo_gora_dol\Step_0.gml
Converted builtin - line 1: background_x[0] = view_xview*0.4 -> __background_set( e__BG.X, 0, view_xview*0.4 )
Converted builtin - line 3: background_x[1] = view_yview*0.1 -> __background_set( e__BG.X, 1, view_yview*0.1 )
Converted builtin - line 2: background_y[0] = view_yview*0.4 -> __background_set( e__BG.Y, 0, view_yview*0.4 )
Converted builtin - line 1: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 3: view_yview -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\obj_ruchome_tlo_drugie\Step_0.gml
Converted builtin - line 1: background_x[0] = view_xview*0.1 -> __background_set( e__BG.X, 0, view_xview*0.1 )
Converted builtin - line 1: view_xview -> __view_get( e__VW.XView, 0 )
Converting GML script: ${project_dir}\objects\obj_keyhandler\Create_0.gml
Converted description /// @description Init
Converting GML script: ${project_dir}\objects\obj_keyhandler\Step_0.gml
Converted description /// @description Getting input
Converting GML script: ${project_dir}\objects\obj_exit\Mouse_4.gml
Converted description /// @description Pytamy sie gracza o potwierdzenie wyjscia z gry
Converting GML script: ${project_dir}\objects\obj_exit\Other_63.gml
Converted description /// @description Wyjscie z gry po spelnieniu warunkow
Converting GML script: ${project_dir}\objects\oVolume_H_Wood\Draw_0.gml
Converted string - line 53: '%' -> "%"
Converted string - line 54: '%' -> "%"
Converted string - line 55: '%' -> "%"
Converting GML script: ${project_dir}\objects\oVolume_H_Wood_Copy\Draw_0.gml
Converted string - line 52: '%' -> "%"
Converted string - line 53: '%' -> "%"
Converted string - line 54: '%' -> "%"
Converting GML script: ${project_dir}\objects\oTEST\Step_0.gml
Converted string - line 42: 'D' -> "D"
Converted string - line 56: 'A' -> "A"
Converting GML script: ${project_dir}\objects\obj_pause_menu_controller\Create_0.gml
Converted builtin - line 19: background_visible -> __background_get( e__BG.Visible, i )
Converted builtin - line 20: background_visible = false -> __background_set( e__BG.Visible, i, false )
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_pause_menu_controller\Destroy_0.gml
Converted builtin - line 5: background_visible = bVis -> __background_set( e__BG.Visible, i, bVis )
Converted description /// @description Restore game
Converting GML script: ${project_dir}\objects\obj_pause_menu_controller\Other_63.gml
Converted description /// @description Wyjscie z gry po spelnieniu warunkow
Converting GML script: ${project_dir}\objects\obj_pause_menu_controller\Draw_0.gml
Converted builtin - line 3: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 3: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted description /// @description Draw
Converting GML script: ${project_dir}\objects\obj_room_controller\Step_0.gml
Converted description /// @description Draw menu
Converting GML script: ${project_dir}\objects\obj_map_controller\Step_2.gml
Converted builtin - line 2: view_xview[0] = min(max(0,mouse_x/room_width*(room_width-view_wview[0])),room_width-view_wview[0]) -> __view_set( e__VW.XView, 0, min(max(0,mouse_x/room_width*(room_width-view_wview[0])),room_width-view_wview[0]) )
Converted builtin - line 3: view_yview[0] = min(max(0,mouse_y/room_height*(room_height-view_hview[0])),room_height-view_hview[0]) -> __view_set( e__VW.YView, 0, min(max(0,mouse_y/room_height*(room_height-view_hview[0])),room_height-view_hview[0]) )
Converted description /// @description Pan
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converting GML script: ${project_dir}\objects\obj_world\Create_0.gml
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_world\Step_2.gml
Converted description /// @description Select
Converting GML script: ${project_dir}\objects\obj_pause\Create_0.gml
Converted builtin - line 18: background_visible -> __background_get( e__BG.Visible, i )
Converted builtin - line 19: background_visible = false -> __background_set( e__BG.Visible, i, false )
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_pause\Destroy_0.gml
Converted builtin - line 5: background_visible = bVis -> __background_set( e__BG.Visible, i, bVis )
Converted description /// @description Restore game
Converting GML script: ${project_dir}\objects\obj_pause\Step_2.gml
Converted description /// @description Un-pause
Converting GML script: ${project_dir}\objects\obj_pause\Draw_0.gml
Converted builtin - line 2: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 2: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted description /// @description Draw menu
Converting GML script: ${project_dir}\objects\obj_pause_resume\Create_0.gml
Converted builtin - line 2: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_pause_resume\Step_2.gml
Converted description /// @description Destroy me
Converting GML script: ${project_dir}\objects\obj_pause_resume\Step_0.gml
Converted description /// @description Press
Converting GML script: ${project_dir}\objects\obj_pause_leave\Create_0.gml
Converted builtin - line 2: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 2: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted description /// @description Setup
Converting GML script: ${project_dir}\objects\obj_pause_leave\Step_2.gml
Converted description /// @description Destroy me
Converting GML script: ${project_dir}\objects\obj_pause_leave\Step_0.gml
Converted description /// @description Press
Converting GML script: ${project_dir}\objects\obj_watch\Create_0.gml
Converted description /// @description Zmienne
Converting GML script: ${project_dir}\objects\obj_watch\Step_0.gml
Converted description /// @description Zbierania budzika
Converting GML script: ${project_dir}\objects\obj_entity_die\Create_0.gml
Converted description /// @description Ustawienia
Converting GML script: ${project_dir}\objects\obj_entity_die\Step_2.gml
Converted description /// @description Fizyka
Converting GML script: ${project_dir}\objects\obj_entity_die\Other_7.gml
Converted description /// @description Zatrzymanie konca animacji
Converting GML script: ${project_dir}\objects\par_hazard\Create_0.gml
Converted description /// @description Ustawienia
Converting GML script: ${project_dir}\objects\par_solid\Create_0.gml
Converted description /// @description Ustawienia eksplozji po uderzeniu pocisku w sciane
Converting GML script: ${project_dir}\objects\par_entity\Create_0.gml
Converted description /// @description Ustawienia
Converting GML script: ${project_dir}\objects\par_entity\Step_2.gml
Converted description /// @description Fizyka
Converting GML script: ${project_dir}\objects\par_attack\Create_0.gml
Converted description /// @description Ustawienia
Converting GML script: ${project_dir}\objects\par_attack\Step_1.gml
Converted description /// @description Brak wlasciciela
Converting GML script: ${project_dir}\objects\par_attack\Other_7.gml
Converted description /// @description Niszczenie konca animacji
Converting GML script: ${project_dir}\objects\par_output\Create_0.gml
Converted description /// @description Ustawienia
Converting GML script: ${project_dir}\objects\obj_player\Create_0.gml
Converted description /// @description Glowne deklaracje zmiennych Anatola
Converting GML script: ${project_dir}\objects\obj_player\Draw_0.gml
Converted builtin - line 26: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 26: view_yview -> __view_get( e__VW.YView, 0 )
Converted description /// @description Wyswietlanie automatyczne
Converting GML script: ${project_dir}\objects\effect_shake\Create_0.gml
Converted description /// @description dlugość wstrząsow ustawienia
Converting GML script: ${project_dir}\objects\effect_shake\Destroy_0.gml
Converted builtin - line 2: view_angle[0]=0 -> __view_set( e__VW.Angle, 0, 0 )
Converting GML script: ${project_dir}\objects\effect_shake\Step_0.gml
Converted builtin - line 3: view_angle[0]=-amt+(2*random(amt)) -> __view_set( e__VW.Angle, 0, -amt+(2*random(amt)) )
Converted description /// @description Ustawiamy zmienne tak by otrzymac efekt wstrzasu ekranu
Converting object event to GML script: ${project_dir}\objects\obj_boss1dead\Destroy_0.gml
Skipped action 1 as it applies to <undefined>
Converting GML script: ${project_dir}\objects\obj_bosshud\Create_0.gml
Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\obj_bosshud\Draw_0.gml
Converted builtin - line 2: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\obj_wstrzas\Destroy_0.gml
Converted builtin - line 1: view_angle=0 -> __view_set( e__VW.Angle, 0, 0 )
Converting GML script: ${project_dir}\objects\obj_wiatr\Step_0.gml
Converted builtin - line 6: view_xview -= viewspeed -> __view_set( e__VW.XView, 0, __view_get( e__VW.XView, 0 ) - (viewspeed) )
Converted builtin - line 9: view_xview += viewspeed -> __view_set( e__VW.XView, 0, __view_get( e__VW.XView, 0 ) + (viewspeed) )
Converted builtin - line 12: view_yview -= viewspeed -> __view_set( e__VW.YView, 0, __view_get( e__VW.YView, 0 ) - (viewspeed) )
Converted builtin - line 15: view_yview += viewspeed -> __view_set( e__VW.YView, 0, __view_get( e__VW.YView, 0 ) + (viewspeed) )
Converting GML script: ${project_dir}\objects\obj_snieg_efekt\Create_0.gml
Converted builtin - line 15: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 16: view_yview -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\obj_snieg_efekt\Step_2.gml
Converted builtin - line 3: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 3: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 4: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 4: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 3: view_wview -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_wview -> __view_get( e__VW.WView, 0 )
Converted builtin - line 3: view_wview -> __view_get( e__VW.WView, 0 )
Converted builtin - line 4: view_hview -> __view_get( e__VW.HView, 0 )
Converted builtin - line 4: view_hview -> __view_get( e__VW.HView, 0 )
Converted builtin - line 4: view_hview -> __view_get( e__VW.HView, 0 )
Converting GML script: ${project_dir}\objects\obj_snieg_efekt\Step_0.gml
Converted builtin - line 12: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 12: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 24: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 13: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 13: view_yview -> __view_get( e__VW.YView, 0 )
Converted builtin - line 25: view_yview -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\obj_force\Create_0.gml
Converted description /// @description Ustawienia
Converting GML script: ${project_dir}\objects\obj_force\Destroy_0.gml
Converted description /// @description czyszczenie
Converting GML script: ${project_dir}\objects\obj_force\Step_1.gml
Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 13: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 13: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 11: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 11: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 13: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 13: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 11: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 13: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 11: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 13: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converting GML script: ${project_dir}\objects\obj_force_niebieski\Create_0.gml
Converted description /// @description Ustawienia
Converting GML script: ${project_dir}\objects\obj_force_niebieski\Destroy_0.gml
Converted description /// @description Czyszczenie
Converting GML script: ${project_dir}\objects\obj_force_niebieski\Step_1.gml
Converted builtin - line 9: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 9: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 11: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 9: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 9: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 11: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 11: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converted builtin - line 9: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 11: view_wview[0] -> __view_get( e__VW.WView, 0 )
Converted builtin - line 9: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converted builtin - line 11: view_hview[0] -> __view_get( e__VW.HView, 0 )
Converting GML script: ${project_dir}\objects\obj_victory\Draw_0.gml
Converted builtin - line 25: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 25: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\lightning_obj\Step_0.gml
Converted builtin - line 42: view_xview -> __view_get( e__VW.XView, 0 )
Converted builtin - line 42: view_yview -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\obj_cos\Create_0.gml
Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\obj_cos\Draw_0.gml
Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\obj_cos1\Create_0.gml
Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\obj_cos1\Draw_0.gml
Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )
Converting GML script: ${project_dir}\objects\obj_text\Draw_0.gml
Converted builtin - line 1: view_xview[0] -> __view_get( e__VW.XView, 0 )
Converted builtin - line 2: view_yview[0] -> __view_get( e__VW.YView, 0 )
Game speed set to 30
Added compatibility script 'action/action_another_room.gml'
Added compatibility script 'action/action_bounce.gml'
Added compatibility script 'action/action_color.gml'
Added compatibility script 'action/action_create_object.gml'
Added compatibility script 'action/action_draw_rectangle.gml'
Added compatibility script 'action/action_draw_variable.gml'
Added compatibility script 'action/action_effect.gml'
Added compatibility script 'action/action_end_sound.gml'
Added compatibility script 'action/action_font.gml'
Added compatibility script 'action/action_if_empty.gml'
Added compatibility script 'action/action_if_object.gml'
Added compatibility script 'action/action_if_variable.gml'
Added compatibility script 'action/action_kill_object.gml'
Added compatibility script 'action/action_move.gml'
Added compatibility script 'action/action_move_to.gml'
Added compatibility script 'action/action_next_room.gml'
Added compatibility script 'action/action_set_alarm.gml'
Added compatibility script 'action/action_set_hspeed.gml'
Added compatibility script 'action/action_set_relative.gml'
Added compatibility script 'action/action_set_vspeed.gml'
Added compatibility script 'action/action_sound.gml'
Added compatibility script 'action/action_sprite_set.gml'
Added compatibility script 'background/draw_background.gml'
Added compatibility script 'background/__background_get.gml'
Added compatibility script 'background/__background_get_element.gml'
Added compatibility script 'background/__background_get_internal.gml'
Added compatibility script 'background/__background_set.gml'
Added compatibility script 'background/__background_set_element.gml'
Added compatibility script 'background/__background_set_internal.gml'
Added compatibility script 'draw/draw_enable_alphablend.gml'
Added compatibility script 'draw/draw_set_blend_mode.gml'
Added compatibility script 'draw/draw_set_colour_write_enable.gml'
Added compatibility script 'instance/instance_create.gml'
Added compatibility script 'object/object_get_depth.gml'
Added compatibility script 'sound/sound_play.gml'
Added compatibility script 'sound/sound_stop.gml'
Added compatibility script 'view/__view_get.gml'
Added compatibility script 'view/__view_set.gml'
Added compatibility script 'view/__view_set_internal.gml'
Added compatibility script 'action/__init_action.gml'
Added compatibility script 'background/__init_background.gml'
Added compatibility script 'view/__init_view.gml'
Added compatibility script '__init_global.gml'
Added compatibility script '__global_object_depths.gml'