time-killer-games
|
|
Posted on: April 26, 2013, 08:53:25 pm |
|
|
"Guest"
|
So I got sidetracked way from the html5 export as a result of noticing this major problem with engima. I'm trying to port this game to work with enigma. Major issue - Using the exact same source, GameMaker 8.1 nd GMS work just how they sould. On enigma, however, the tilesets are out of place, objects are in rooms they aren't supposed to be in, and the objects that should be in a room are sometimes out of place. And my retarted walrus enemy won't move, even though it works in GM8.1 and GMS (everything appears to be just fine in the room editor, when i run it it looks like it god hit by a schoolbus). This screenshot demonstates the general difference: https://www.dropbox.com/s/gkw68kzlzew6jav/stupid.pngHere's the source, use it for helping me out with no other purpose in mind (i.e. don't distribute it or claim it as your own in any way). https://www.dropbox.com/s/ecm4wj708xehd6z/Mark%20the%20Penguin.gm81Thanks.
|
|
« Last Edit: April 26, 2013, 08:55:06 pm by time-killer-games »
|
Logged
|
|
|
|
|
time-killer-games
|
|
Reply #2 Posted on: April 27, 2013, 11:35:35 am |
|
|
"Guest"
|
Just added this to the tracker. Thanks. also when this bug is fixed, this will be changed to a topic about the actual game. So hopefully its in the right subforum by those terms...
|
|
|
Logged
|
|
|
|
forthevin
|
|
Reply #3 Posted on: April 27, 2013, 12:16:50 pm |
|
|
Joined: Jun 2012
Posts: 167
|
Don't change the topic, make a new topic in WIP. If you post source or post binaries for Windows and Linux, people will be able to play it and test it. Btw., I have had a quick look at the game (haven't had enough time to look into the bug), and the game looks interesting, swimming, jumping out of the water, avoiding obstacles and not run out of air while under water. If you post to WIP, I will have some more comments, but the only one I will make right now is that the fourth line of the step event of the object "character" should be changed from:
if (collision_point(x,y,object38|object39|object40,1,1))
To:
if (collision_point(x,y,object38,1,1) || collision_point(x,y,object39,1,1) || collision_point(x,y,object40,1,1))
By the way, does the code [snip]collision_point(x,y,object38|object39|object40,1,1)[/snip] actually work correctly in GM?
|
|
|
Logged
|
|
|
|
|
TheExDeus
|
|
Reply #5 Posted on: April 27, 2013, 12:39:15 pm |
|
|
Joined: Apr 2008
Posts: 1860
|
That is very weird. In all my years of GM (or coding in general) I have never seen that syntax. But sure enough it seems something ENIGMA should have. Josh, get on it.
|
|
|
Logged
|
|
|
|
polygone
|
|
Reply #6 Posted on: April 27, 2013, 01:03:01 pm |
|
|
Location: England Joined: Mar 2009
Posts: 794
|
It 'works' in GM but it doesn't do what he's trying to make it do. If that is functioning correctly then it's purely by chance somehow.
So has anybody actually looked at the tile bug? Guess I'll look at it when I get time.
|
|
|
Logged
|
I honestly don't know wtf I'm talking about but hopefully I can muddle my way through.
|
|
|
|
polygone
|
|
Reply #8 Posted on: April 27, 2013, 06:19:28 pm |
|
|
Location: England Joined: Mar 2009
Posts: 794
|
if (collision_point())
Doesn't work in ENIGMA. You need to use if (collision_point() != noone)
|
|
|
Logged
|
I honestly don't know wtf I'm talking about but hopefully I can muddle my way through.
|
|
|
Goombert
|
|
Reply #9 Posted on: April 27, 2013, 07:31:04 pm |
|
|
Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
|
Yes that should work in ENIGMA this|that|theother | and & are bitwise operators, they basically equate to for instance, this and that but not this or this this and that.
Heres a table...
& AND Bitwise AND | OR Bitwise Inclusive OR ^ XOR Bitwise Exclusive OR ~ NOT Unary complement (bit inversion) << SHL Shift Left >> SHR Shift Right
|
|
|
Logged
|
I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
|
|
|
Josh @ Dreamland
|
|
Reply #10 Posted on: April 28, 2013, 02:04:28 am |
|
|
Prince of all Goldfish
Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
|
Hate to rain on anyone's parade, but [snip=edl]collision_point(x,y,object38|object39|object40,1,1)[/snip] is equivalent to [snip=edl]collision_point(x,y,object47,1,1)[/snip] (assuming object47 exists) unless GM does special parsing for ORs inside collision functions, which I am all but completely certain it does not. Any resemblance to intended behavior is coincidental. To achieve that more efficiently, those objects should be given a parent, and the function should check for collisions with that parent object.
|
|
|
Logged
|
"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
|
|
|
Goombert
|
|
Reply #11 Posted on: April 28, 2013, 01:26:08 pm |
|
|
Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
|
No Josh you are wrong, Game Maker allows bitwise operators with collision detection http://wiki.yoyogames.com/index.php/Physics_Collision_Filtering
|
|
|
Logged
|
I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
|
|
|
Josh @ Dreamland
|
|
Reply #12 Posted on: April 28, 2013, 01:38:58 pm |
|
|
Prince of all Goldfish
Location: Pittsburgh, PA, USA Joined: Feb 2008
Posts: 2950
|
That is for return values to check between two instances involved in a specific collision. It does not imply that passing object1|object2 to collision_point will make the function know to check against instances of both objects.
|
|
|
Logged
|
"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble "I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
|
|
|
|
polygone
|
|
Reply #14 Posted on: April 28, 2013, 04:22:43 pm |
|
|
Location: England Joined: Mar 2009
Posts: 794
|
josh was going to add instance list shit, they could be used for this.
|
|
|
Logged
|
I honestly don't know wtf I'm talking about but hopefully I can muddle my way through.
|
|
|
|