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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Mon Sep 09, 2013 2:59 pm 
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Intros with sinBass

1. You need to separate the music in two pieces, the intro and the loop. You can do this by using Audacity.

2. Once you did the separation of the intro and the loop, make sure you have sinBass installed and create an object with the following events.

Create Event
Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
//Add these two variables on the creation code.
//_levelmusic (Example: "external/music/loop.ogg")
//_levelintro (Example: "external/music/intro.ogg")
_track = 0
_intro = 0
//Play the given themes...
    alarm[0] = 1


Alarm 0 Event
Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
if (!_intro) {
    if (_levelintro == 0) {
        _track = sinBassStreamLoad(_levelmusic) {
            sinBassStreamLoop(_track)
        }
        _intro = 2
        //Sets the volume...
            sinBassStreamSetVolume(_track,0.6)
    }
    else {
        _introtrack = sinBassStreamLoad(_levelintro) {
            sinBassStreamPlay(_introtrack)
        }
        _intro = 1
        //Sets the volume...
            sinBassStreamSetVolume(_introtrack,0.6)
    }
}


Alarm 1 Event
Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
_intro = 0
if (sinBassStreamIsPlaying(_track)) {
    sinBassStreamStop(_track)
    //Frees the sound from memory...
        sinBassStreamFree(_track);
}
if (sinBassStreamIsPlaying(_introtrack)) {
    sinBassStreamStop(_introtrack)
    //Frees the sound from memory...
        sinBassStreamFree(_introtrack);
}


End Step Event
Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
if (_intro == 1) {
    if (!sinBassStreamIsPlaying(_introtrack)) {
        sinBassStreamFree(_introtrack)
        sinBassStreamLoop(_track)
        _intro = 2
        //Sets the volume...
            sinBassStreamSetVolume(_track,0.6)
    }
}


Room End Event
Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
if (sinBassStreamIsPlaying(_track)) {
    sinBassStreamStop(_track)
    //Frees the sound from memory...
        sinBassStreamFree(_track);
}
if (sinBassStreamIsPlaying(_introtrack)) {
    sinBassStreamStop(_introtrack)
    //Frees the sound from memory...
        sinBassStreamFree(_introtrack);
}


3. Enjoy your never-ending music (Until you stop it...)

Note: These codes were copied from one of my projects, these will work perfectly in your game. Trust me :)
Another note: This is not needed for FMOD because it has a loop feature, this works too with the pre-built sound functions and with any .dll that has a "sound_isplaying(sound)" equivalent script.

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Sat Oct 05, 2013 10:57 am 
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Name: Basic Platform Movement
Description: Script to make it easier to create a basic platform engine
Program: GameMaker 8+ (but I believe it works with earlier versions as well)
Registered: No

Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
//If you didnt mark 'Treat uninitialized variables as value 0', add this code to your create event:
//myfriction = 0;


//scrPlatformMovement(friction, max move speed, jump key, jump speed, gravity speed, max gravity speed)
//example how to use it:
// scrPlatformMovement(0.5, 3, ord('Z'), 8, 0.5, 10)

//Can be used for basic platform games which don't include running
//Call this script in the Begin Step, Step or End Step event

//Checks if the jumping key is pressed
if keyboard_check_pressed(argument2)
{
    //Lets the player jump
    if (canjump == true)
    {
        //jumpspeed can be both positive and negative
        vspeed = (abs(argument3) * -1);
        canjump = false;
    }
}

//Makes the player able to jump when on solid ground
if not place_free(x,y+1)
   canjump = true;
   
//Adds gravity when in the air and removes gravity when on solid ground
if place_free(x,y+1)
   gravity = argument4;
else if not place_free(x,y+1)
     gravity = 0;
     
//Limits max gravity speed
if vspeed > argument5
   vspeed = argument5;

   
//Adds friction
x += myfriction;

//Right
if keyboard_check(vk_right) && not keyboard_check(vk_left)
{
    myfriction += argument0
}

//Left
if keyboard_check(vk_left) && not keyboard_check(vk_right)
{
    myfriction -= argument0
}

//Slows player down when neither left or right is hold
if not keyboard_check(vk_left) && not keyboard_check(vk_right)
{
    if myfriction > 0 then myfriction -= argument0
    if myfriction < 0 then myfriction += argument0
}

//Slows player down when both left or right is hold
if keyboard_check(vk_left) && keyboard_check(vk_right)
{
    if myfriction > 0 then myfriction -= argument0
    if myfriction < 0 then myfriction += argument0
}

//Stops at max friction speed
if myfriction > argument1 then myfriction = argument1;
if myfriction < (argument1*-1) then myfriction = (argument1*-1);

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Mon Oct 07, 2013 2:46 am 
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Updated!

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Mon Oct 07, 2013 5:03 pm 
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WreckingGoomba wrote:
Name: Basic Platform Movement
Description: Script to make it easier to create a basic platform engine
Program: GameMaker 8+ (but I believe it works with earlier versions as well)
Registered: No

Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
//If you didnt mark 'Treat uninitialized variables as value 0', add this code to your create event:
//myfriction = 0;


//scrPlatformMovement(friction, max move speed, jump key, jump speed, gravity speed, max gravity speed)
//example how to use it:
// scrPlatformMovement(0.5, 3, ord('Z'), 8, 0.5, 10)

//Can be used for basic platform games which don't include running
//Call this script in the Begin Step, Step or End Step event

//Checks if the jumping key is pressed
if keyboard_check_pressed(argument2)
{
    //Lets the player jump
    if (canjump == true)
    {
        //jumpspeed can be both positive and negative
        vspeed = (abs(argument3) * -1);
        canjump = false;
    }
}

//Makes the player able to jump when on solid ground
if not place_free(x,y+1)
   canjump = true;
   
//Adds gravity when in the air and removes gravity when on solid ground
if place_free(x,y+1)
   gravity = argument4;
else if not place_free(x,y+1)
     gravity = 0;
     
//Limits max gravity speed
if vspeed > argument5
   vspeed = argument5;

   
//Adds friction
x += myfriction;

//Right
if keyboard_check(vk_right) && not keyboard_check(vk_left)
{
    myfriction += argument0
}

//Left
if keyboard_check(vk_left) && not keyboard_check(vk_right)
{
    myfriction -= argument0
}

//Slows player down when neither left or right is hold
if not keyboard_check(vk_left) && not keyboard_check(vk_right)
{
    if myfriction > 0 then myfriction -= argument0
    if myfriction < 0 then myfriction += argument0
}

//Slows player down when both left or right is hold
if keyboard_check(vk_left) && keyboard_check(vk_right)
{
    if myfriction > 0 then myfriction -= argument0
    if myfriction < 0 then myfriction += argument0
}

//Stops at max friction speed
if myfriction > argument1 then myfriction = argument1;
if myfriction < (argument1*-1) then myfriction = (argument1*-1);

I tried this and it didn't work... I made 2 objects, the player and the solid, I put this code on the player, and the collisions don't work...

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Mon Oct 14, 2013 2:46 am 
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@WreckingGoomba: Can you fix the script, please?

Marioy2 Engine has been removed due a broken download.

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Mon Oct 21, 2013 11:35 am 
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lu9 wrote:
WreckingGoomba wrote:
Name: Basic Platform Movement
Description: Script to make it easier to create a basic platform engine
Program: GameMaker 8+ (but I believe it works with earlier versions as well)
Registered: No

Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
//If you didnt mark 'Treat uninitialized variables as value 0', add this code to your create event:
//myfriction = 0;


//scrPlatformMovement(friction, max move speed, jump key, jump speed, gravity speed, max gravity speed)
//example how to use it:
// scrPlatformMovement(0.5, 3, ord('Z'), 8, 0.5, 10)

//Can be used for basic platform games which don't include running
//Call this script in the Begin Step, Step or End Step event

//Checks if the jumping key is pressed
if keyboard_check_pressed(argument2)
{
    //Lets the player jump
    if (canjump == true)
    {
        //jumpspeed can be both positive and negative
        vspeed = (abs(argument3) * -1);
        canjump = false;
    }
}

//Makes the player able to jump when on solid ground
if not place_free(x,y+1)
   canjump = true;
   
//Adds gravity when in the air and removes gravity when on solid ground
if place_free(x,y+1)
   gravity = argument4;
else if not place_free(x,y+1)
     gravity = 0;
     
//Limits max gravity speed
if vspeed > argument5
   vspeed = argument5;

   
//Adds friction
x += myfriction;

//Right
if keyboard_check(vk_right) && not keyboard_check(vk_left)
{
    myfriction += argument0
}

//Left
if keyboard_check(vk_left) && not keyboard_check(vk_right)
{
    myfriction -= argument0
}

//Slows player down when neither left or right is hold
if not keyboard_check(vk_left) && not keyboard_check(vk_right)
{
    if myfriction > 0 then myfriction -= argument0
    if myfriction < 0 then myfriction += argument0
}

//Slows player down when both left or right is hold
if keyboard_check(vk_left) && keyboard_check(vk_right)
{
    if myfriction > 0 then myfriction -= argument0
    if myfriction < 0 then myfriction += argument0
}

//Stops at max friction speed
if myfriction > argument1 then myfriction = argument1;
if myfriction < (argument1*-1) then myfriction = (argument1*-1);

I tried this and it didn't work... I made 2 objects, the player and the solid, I put this code on the player, and the collisions don't work...

the script doesn't include a collision with obj_solid code, you need to come up with that yourself ;) or did you mean the movements and such don't work?
EDIT: Drag, could this please be added to the list?

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Wed Oct 23, 2013 3:41 pm 
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Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
//If you didnt mark 'Treat uninitialized variables as value 0', add this code to your create event:
//myfriction = 0;


//scrPlatformMovement(friction, max move speed, jump key, jump speed, gravity speed, max gravity speed)
//example how to use it:
// scrPlatformMovement(0.5, 3, ord('Z'), 8, 0.5, 10)

//Can be used for basic platform games which don't include running
//Call this script in the Begin Step, Step or End Step event

//Checks if the jumping key is pressed
if keyboard_check_pressed(argument2)
{
    //Lets the player jump
    if (canjump == true)
    {
        //jumpspeed can be both positive and negative
        vspeed = (abs(argument3) * -1);
        canjump = false;
    }
}

//Makes the player able to jump when on solid ground
if not place_free(x,y+1)
   canjump = true;
   
//Adds gravity when in the air and removes gravity when on solid ground
if place_free(x,y+1)
   gravity = argument4;
else if not place_free(x,y+1)
     gravity = 0;
     
//Limits max gravity speed
if vspeed > argument5
   vspeed = argument5;

   
//Adds friction
if (myfriction > 0 && place_free(x+10,y)) or (myfriction < 0 && place_free(x-10,y))
x += myfriction;

//Right
if keyboard_check(vk_right) && not keyboard_check(vk_left) && place_free(x+10,y)
{
    myfriction += argument0
}

//Left
if keyboard_check(vk_left) && not keyboard_check(vk_right) && place_free(x-10,y)
{
    myfriction -= argument0
}

//Slows player down when neither left or right is hold
if not keyboard_check(vk_left) && not keyboard_check(vk_right)
{
    if myfriction > 0 then myfriction -= argument0
    if myfriction < 0 then myfriction += argument0
}

//Slows player down when both left or right is hold
if keyboard_check(vk_left) && keyboard_check(vk_right)
{
    if myfriction > 0 then myfriction -= argument0
    if myfriction < 0 then myfriction += argument0
}

//Stops at max friction speed
if myfriction > argument1 then myfriction = argument1;
if myfriction < (argument1*-1) then myfriction = (argument1*-1);


Fixed the script

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Thu Oct 24, 2013 11:21 am 
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@WreckingGoomba: What about the previous code did you change?

 
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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Thu Oct 24, 2013 12:42 pm 
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kremling wrote:
@WreckingGoomba: What about the previous code did you change?

In the first code, the player could move left and right even if there was a solid there. I changed that by checking if a solid is at x+10 or x-10. But, it's still not finished: Drag mentioned it doesn't work with his solid code, so I need to include my solid code in the script in order to make it work.

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Thu Oct 24, 2013 3:16 pm 
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WreckingGoomba wrote:
I changed that by checking if a solid is at x+10 or x-10.
Using arbitrary numbers for solid checking, or anything else for that matter, is not very good programming practice. :/ You should instead use a property of the sprite instead of a random number.

 
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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Thu Oct 24, 2013 4:43 pm 
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Hello ENgine Legacy is not working. :(

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Fri Oct 25, 2013 9:17 am 
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kremling wrote:
WreckingGoomba wrote:
I changed that by checking if a solid is at x+10 or x-10.
Using arbitrary numbers for solid checking, or anything else for that matter, is not very good programming practice. :/ You should instead use a property of the sprite instead of a random number.

Well, I don't have time to change it right now, but if you feel like changing it yourself, go for it ;)

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Fri Oct 25, 2013 9:45 am 
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SuperArthurBros wrote:
Hello ENgine Legacy is not working. :(


It works for me

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Fri Oct 25, 2013 11:07 am 
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WreckingGoomba wrote:
kremling wrote:
WreckingGoomba wrote:
I changed that by checking if a solid is at x+10 or x-10.
Using arbitrary numbers for solid checking, or anything else for that matter, is not very good programming practice. :/ You should instead use a property of the sprite instead of a random number.

Well, I don't have time to change it right now, but if you feel like changing it yourself, go for it ;)

I'd might as well write the whole thing over then, haha. I might look over the script and see if I can help.

 
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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Fri Oct 25, 2013 11:20 am 
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kremling wrote:
WreckingGoomba wrote:
kremling wrote:
Using arbitrary numbers for solid checking, or anything else for that matter, is not very good programming practice. :/ You should instead use a property of the sprite instead of a random number.

Well, I don't have time to change it right now, but if you feel like changing it yourself, go for it ;)

I'd might as well write the whole thing over then, haha. I might look over the script and see if I can help.

What's wrong with the rest of the script?
EDIT: In that case, I'll rather fix it myself. You can still rewrite if you feel like it, but I don't think Drag will accept two scripts that do exactly the same.

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Fri Oct 25, 2013 11:25 am 
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WreckingGoomba wrote:
... but I don't think Drag will accept two scripts that do exactly the same.


In case both scripts work, I'll accept both of them.

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Fri Oct 25, 2013 2:11 pm 
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Okay, so I fixed both problems. I fixed the first script so it works with every size of sprite/mask, and I added a collision with obj_solid script.

First script:
Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
//If you didnt mark 'Treat uninitialized variables as value 0', add this code to your create event:
//myfriction = 0;


//scrPlatformMovement(friction, max move speed, jump key, jump speed, gravity speed, max gravity speed)
//example how to use it:
// scrPlatformMovement(0.5, 3, ord('Z'), 8, 0.5, 10)

//Can be used for basic platform games which don't include running
//Call this script in the Begin Step, Step or End Step event

//Checks if the jumping key is pressed
if keyboard_check_pressed(argument2)
{
    //Lets the player jump
    if (canjump == true)
    {
        //jumpspeed can be both positive and negative
        vspeed = (abs(argument3) * -1);
        canjump = false;
    }
}

//Makes the player able to jump when on solid ground
if not place_free(x,y+1)
   canjump = true;
   
//Adds gravity when in the air and removes gravity when on solid ground
if place_free(x,y+1)
   gravity = argument4;
else if not place_free(x,y+1)
     gravity = 0;
     
//Limits max gravity speed
if vspeed > argument5
   vspeed = argument5;

   
//Adds friction
if (myfriction > 0 && place_free(x+myfriction+1,y)) or (myfriction < 0 && place_free(x-myfriction-1,y))
x += myfriction;

//Right
if keyboard_check(vk_right) && not keyboard_check(vk_left) && place_free(x+10,y)
{
    myfriction += argument0
}

//Left
if keyboard_check(vk_left) && not keyboard_check(vk_right) && place_free(x-10,y)
{
    myfriction -= argument0
}

//Slows player down when neither left or right is hold
if not keyboard_check(vk_left) && not keyboard_check(vk_right)
{
    if myfriction > 0 then myfriction -= argument0
    if myfriction < 0 then myfriction += argument0
}

//Slows player down when both left or right is hold
if keyboard_check(vk_left) && keyboard_check(vk_right)
{
    if myfriction > 0 then myfriction -= argument0
    if myfriction < 0 then myfriction += argument0
}

//Stops at max friction speed
if myfriction > argument1 then myfriction = argument1;
if myfriction < (argument1*-1) then myfriction = (argument1*-1);


Collision with obj_solid (be sure the object is solid and you're using the collision with obj_solid event to put this script in):
Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
//scrSolidCollision()

move_contact_solid(270,12)
vspeed = 0

^Small script, IK, but it works fine.

BTW Drag, if you decide to add this, you can just add it in Scripts as scrPlatformMovement and refer to this post through a link, so people will know they need the solid code too.

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Fri Oct 25, 2013 2:26 pm 
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WreckingGoomba wrote:
but I don't think Drag will accept two scripts that do exactly the same.
Just because two scripts do the same thing doesn't mean that they are both equal in terms of efficiency.

 
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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Fri Oct 25, 2013 2:37 pm 
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kremling wrote:
WreckingGoomba wrote:
but I don't think Drag will accept two scripts that do exactly the same.
Just because two scripts do the same thing doesn't mean that they are both equal in terms of efficiency.

How will one script be more efficient than the other one? Maybe yours is shorter or something like that, but the user doesn't need to write it, he only needs to use it, and I don't know how you would put in less arguments without adding limitations.

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 Post subject: Re: Engine / Tutorial Topic
PostPosted: Fri Oct 25, 2013 2:53 pm 
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WreckingGoomba wrote:
kremling wrote:
WreckingGoomba wrote:
but I don't think Drag will accept two scripts that do exactly the same.
Just because two scripts do the same thing doesn't mean that they are both equal in terms of efficiency.

How will one script be more efficient than the other one? Maybe yours is shorter or something like that, but the user doesn't need to write it, he only needs to use it, and I don't know how you would put in less arguments without adding limitations.
I wasn't mainly referring to your script versus mine but just in general. Shorter code, in most cases, is easier to adjust. I never said anything about the user having to write the code, but in terms of your script, I think understanding the code would be quite beneficial to the user. It may even allow him/her to be able to write their own script later on.

 
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