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Engine / Tutorial Topic https://phpbb.mfgg.net/viewtopic.php?f=8&t=12077 |
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Author: | WreckingPrograms [ Thu Apr 24, 2014 3:10 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
I wonder if you could make an "Extensions" group? If not, add this to tutorials: Group: Extensions (?) Name: Wrecking's Platformer Extension Description: An easy-to-use platformer engine that can make a platformer game in a minute! Program: GameMaker 8.1, but it should work with earlier versions as well Registered: Yes User: WreckingGoomba Link: http://www.mediafire.com/download/in7co ... reckin.gex Also, here's a video for it: https://www.youtube.com/watch?v=YRjWcg4 ... e=youtu.be A more detailed description for those who want it: I made a platformer extension for GameMaker 8.1 (but I think it'll work with other versions as well). I made it as easy as possible so you can make a platformer game in a minute! It has the following features: -Friction -Jump -Double jump -Running -Solid collision -Smooth drawing -Customizable physics (movement speed, jump height etc.) Credit is appreciated, but not necessary NOTE: Don't make comments like "With this, people will never know how to code their own games" or something. This is a base for platformer games, and only includes player movement. People will still need to code a lot themselfs to make a real game. |
Author: | Gatete [ Tue May 27, 2014 3:49 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
Using gml Syntax Highlighting var back, width, height, xx, yy, left, right, bottom, index, i, j;
/* ** Usage: ** draw_background_tiled_partial_ext(background,x,y,xscale,yscale,rot,color,alpha,index) ** ** Arguments: ** back the background to be drawn. ** x the x position of the background. ** y the y position of the background. ** xscale the hor. scale of the background. ** yscale the ver. scale of the background. ** rot the angle of the background. ** color the color of the background. ** alpha the alpha transparency of the background. ** index to check if the background is tiled vertically. ** ** Notes: ** Don't change the value of the 'top' variable. That will make the background get drawn as many pixels the background has below the top background. ** ** */ back = argument0; xx = argument1; yy = argument2; xscale = argument3; yscale = argument4; rot = argument5; color = argument6; a_trans = argument7; index = argument8; width = background_get_width(back); height = background_get_height(back); left = -1; right = view_xview[view_current]/width+view_wview[view_current]/width+1; top = 1; bottom = view_yview[view_current]/height+view_hview[view_current]/height+1; if (view_enabled) { if (background_vtiled[index] == false) { for (i=left; i<right; i+=1) { draw_background_ext(back,xx mod width+width*i,yy,xscale, yscale, rot, color, a_trans); } } else { for (i=left; i<right; i+=1) { draw_background_ext(back,xx mod width+width*i,yy,xscale, yscale, rot, color, a_trans); } for (i=left; i<right; i+=1) for (j=top; j<bottom; j+=1) { draw_background_ext(back,xx mod width+width*i,yy mod height+height*j,xscale, yscale, rot, color, a_trans); } } } else { if (background_vtiled[index] == false) { for (i=-1; i<right; i+=1) { draw_background_ext(back,xx mod width+width*i,yy,xscale, yscale, rot, color, a_trans); } } else { for (i=-1; i<right; i+=1) { draw_background_ext(back,xx mod width+width*i,yy,xscale, yscale, rot, color, a_trans); } for (i=-1; i<right; i+=1) for (j=1; j<bottom; j+=1) { draw_background_ext(back,xx mod width+width*i,yy mod height+height*j,xscale, yscale, rot, color, a_trans); } } } |
Author: | SuperArthurBros [ Tue May 27, 2014 3:55 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
What is this for, exactly, Catezeey? |
Author: | Gatete [ Tue May 27, 2014 3:57 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
SuperArthurBros wrote: What is this for, exactly, Catezeey? It's an efficient way to draw backgrounds. |
Author: | Gatete [ Sat Jun 07, 2014 4:57 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
Since Game Maker Studio: Standard is now free, I replaced some stuff on all the lists. |
Author: | Gatete [ Tue Jun 10, 2014 4:51 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
Using gml Syntax Highlighting /*
** Usage: ** key_to_string(key); ** ** Arguments: ** key / variable to be turn onto a string. ** ** Returns: ** Returns an ASCII value onto a string of the same value. ** */ switch (argument0) { case (8): { return "backspace" } break; case (9): { return "tab"; } break; case (12): { return "numpad middle"; } break; case (13): { return "enter"; } break; case (16): { return "shift"; } break; case (17): { return "control"; } break; case (18): { return "alt"; } break; case (19): { return "pause"; } break; case (20): { return "caps lock"; } break; case (27): { return "escape"; } break; case (32): { return "space"; } break; case (33): { return "page up"; } break; case (34): { return "page down"; } break; case (35): { return "end"; } break; case (36): { return "home"; } break; case (37): { return "left"; } break; case (38): { return "up"; } break; case (39): { return "right"; } break; case (40): { return "down"; } break; case (44): { return "print screen"; } break; case (45): { return "insert"; } break; case (46): { return "delete"; } break; case (48): { return "0"; } break; case (49): { return "1"; } break; case (50): { return "2"; } break; case (51): { return "3"; } break; case (52): { return "4"; } break; case (53): { return "5"; } break; case (54): { return "6"; } break; case (55): { return "7"; } break; case (56): { return "8"; } break; case (57): { return "9"; } break; case (65): { return "a"; } break; case (66): { return "b"; } break; case (67): { return "c"; } break; case (68): { return "d"; } break; case (69): { return "e"; } break; case (70): { return "f"; } break; case (71): { return "g"; } break; case (72): { return "h"; } break; case (73): { return "i"; } break; case (74): { return "j"; } break; case (75): { return "k"; } break; case (76): { return "l"; } break; case (77): { return "m"; } break; case (78): { return "n"; } break; case (79): { return "o"; } break; case (80): { return "p"; } break; case (81): { return "q"; } break; case (82): { return "r"; } break; case (83): { return "s"; } break; case (84): { return "t"; } break; case (85): { return "u"; } break; case (86): { return "v"; } break; case (87): { return "w"; } break; case (88): { return "x"; } break; case (89): { return "y"; } break; case (90): { return "z"; } break; case (91): { return "left windows"; } break; case (92): { return "right windows"; } break; case (93): { return "menu"; } break; case (96): { return "numpad 0"; } break; case (97): { return "numpad 1"; } break; case (98): { return "numpad 2"; } break; case (99): { return "numpad 3"; } break; case (100): { return "numpad 4"; } break; case (101): { return "numpad 5"; } break; case (102): { return "numpad 6"; } break; case (103): { return "numpad 7"; } break; case (104): { return "numpad 8"; } break; case (105): { return "numpad 9"; } break; case (106): { return "numpad *"; } break; case (107): { return "numpad +"; } break; case (109): { return "numpad -"; } break; case (110): { return "numpad ."; } break; case (111): { return "numpad /"; } break; case (112): { return "F1"; } break; case (113): { return "F2"; } break; case (114): { return "F3"; } break; case (115): { return "F4"; } break; case (116): { return "F5"; } break; case (117): { return "F6"; } break; case (118): { return "F7"; } break; case (119): { return "F8"; } break; case (120): { return "F9"; } break; case (121): { return "F10"; } break; case (122): { return "F11"; } break; case (123): { return "F12"; } break; case (144): { return "num lock"; } break; case (145): { return "scroll lock"; } break; default: { return string(argument0); } break; } |
Author: | Friendly Dictator [ Tue Jun 17, 2014 1:52 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
Name: Following example Description: This example shows how to make objects follow in the path of another object. This could be used to make eggs following Yoshi, a fire chomp, a snake game, or something else. Download: https://www.mediafire.com/?j15gjuatdhdj3sx Program: Game Maker 8.1 User: Friendly Dictator Registered: No |
Author: | SuperArthurBros [ Tue Jun 17, 2014 3:28 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
Can i add this one? Name: Hello Engine 6 Fan-Made Description: Edit of Hello Engine that adds better physics, many new features, including some of Hello Engine 6.0.1 features for those who can't use GMS. Download: http://www.sendspace.com/file/s3frpa Program: Game Maker 8 Pro User: SuperArthurBros Registered: Yes |
Author: | TrinitroMan [ Wed Sep 10, 2014 8:22 am ] |
Post subject: | Re: Engine / Tutorial Topic |
DarkBlueYoshi wrote: ShadowBomb wrote: Group: Engine Name: SMB2 Engine Registered: No Function: Make a Super Mario Bros 2 US fangame Target: Game Maker 8 Link: http://www.mediafire.com/?t4xub3ney23qqx6 NO Uhm...sorry, but what's the problem with that engine? I'm not that long in this place, so I have no idea, what problems this engine has. Could someone please clear me up? Thanks in advance! |
Author: | WreckingPrograms [ Sun Oct 26, 2014 7:58 am ] |
Post subject: | Re: Engine / Tutorial Topic |
Group: Tutorials (since this isn't technically a "fangame source") Name: Basic Platformer Engine Description: A basic, yet smooth platformer engine Program: Game Maker 8+, Game Maker Studio (file contains .gmk, .gm81 and .gmz) Registered: No User: WreckingGoomba Link: http://www.mediafire.com/download/89chl ... Engine.zip |
Author: | SuperArthurBros [ Sun Oct 26, 2014 11:42 am ] |
Post subject: | Re: Engine / Tutorial Topic |
None of the recent submissions were accepted. |
Author: | smbmaster99 [ Thu Jul 16, 2015 7:10 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
I made a thread for this after forgetting this topic existed, but I'll go ahead and post it here as well :P Group: How-To/Example Name: Surface-less Circle Screen Transition effect Description: Shows and explains how to make a screen transition effect where a circle closes in or opens up on a scene, without utilizing surfaces Program: GM8, GM8.1, and GMStudio (draw_rectangle_color() should be changed to draw_rectangle_colour() in GMStudio) Registered: Yes (utilizes sprite scaling functions) Created by: smbmaster99 Link: https://app.box.com/s/0txgsq0tj2e6sx7lyq8ghfy2spd1gasd Here's a preview screenshot: |
Author: | SuperArthurBros [ Thu Jul 16, 2015 8:52 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
This topic needs to be revived and also have its last engines accepted or not. |
Author: | xgone [ Thu Jul 23, 2015 4:32 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
WreckingGoomba wrote: I wonder if you could make an "Extensions" group? If not, add this to tutorials: Group: Extensions (?) Name: Wrecking's Platformer Extension Description: An easy-to-use platformer engine that can make a platformer game in a minute! Program: GameMaker 8.1, but it should work with earlier versions as well Registered: Yes User: WreckingGoomba Link: http://www.mediafire.com/download/in7co ... reckin.gex Also, here's a video for it: https://www.youtube.com/watch?v=YRjWcg4 ... e=youtu.be A more detailed description for those who want it: I made a platformer extension for GameMaker 8.1 (but I think it'll work with other versions as well). I made it as easy as possible so you can make a platformer game in a minute! It has the following features: -Friction -Jump -Double jump -Running -Solid collision -Smooth drawing -Customizable physics (movement speed, jump height etc.) Credit is appreciated, but not necessary NOTE: Don't make comments like "With this, people will never know how to code their own games" or something. This is a base for platformer games, and only includes player movement. People will still need to code a lot themselfs to make a real game. Thx, dude Omg I just laughted so hard when I just noticed your name was Wrecking HAHAHAHAHA too much Miley Cyrus |
Author: | Gatete [ Sat Jul 25, 2015 2:12 am ] |
Post subject: | Re: Engine / Tutorial Topic |
The links on the first post has been updated. @SuperArthurBros: Mind submitting HE6F on another site rather than SendSpace, the download has been removed. |
Author: | GreenMasterMFGG [ Mon Feb 15, 2016 9:19 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
SuperArthurBros wrote: Can i add this one? Name: Hello Engine 6 Fan-Made Description: Edit of Hello Engine that adds better physics, many new features, including some of Hello Engine 6.0.1 features for those who can't use GMS. Download: http://www.sendspace.com/file/s3frpa Program: Game Maker 8 Pro User: SuperArthurBros Registered: Yes Really? The file is not available |
Author: | TheTwelfthRocket [ Mon Feb 15, 2016 11:24 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
GreenMasterMFGG wrote: SuperArthurBros wrote: Can i add this one? Name: Hello Engine 6 Fan-Made Description: Edit of Hello Engine that adds better physics, many new features, including some of Hello Engine 6.0.1 features for those who can't use GMS. Download: http://www.sendspace.com/file/s3frpa Program: Game Maker 8 Pro User: SuperArthurBros Registered: Yes Really? The file is not available It's not available because the post was made two years ago. |
Author: | Mario Silva [ Tue Feb 16, 2016 2:05 am ] |
Post subject: | Re: Engine / Tutorial Topic |
Random Music Streamer System Random music system similar at Super Mario Maker. You need: • GameMaker: Studio First, you need all the music "channels" in separate files. Here I will use 3 with prefix-name "snd_stream_" Then you must create an object: CREATE EVENT Using gml Syntax Highlighting ///Music System
//We must declare all 1D arrays variables. //Channels stream[0] = snd_stream_1; stream[1] = snd_stream_2; stream[2] = snd_stream_3; //Volumes volume[0] = 0; volume[1] = 0; volume[2] = 0; //Deactivate/Activate Channel offon[0] = 1; offon[1] = 0; offon[2] = 1; //Start the music event_user(0); //Start the alarms event_user(1); ALARM 0 EVENT Using gml Syntax Highlighting ///STREAM 1 offon[0] =! offon[0]; //Turn off/on again alarm[0] = random_range(200,800); ALARM 1 EVENT Using gml Syntax Highlighting ///STREAM 1 offon[1] =! offon[1]; //Turn off/on again alarm[1] = random_range (200,800); ALARM 2 EVENT Using gml Syntax Highlighting ///STREAM 1 offon[2] =! offon[0]; //Turn off/on again alarm[2] = random_range(200,800); BEGIN STEP EVENT Using gml Syntax Highlighting ////Streams Control
/*This event will control volume, check if the music is still playing and also **prevent (for an impossible case) that all channels remain muted.*/ ////STREAM 1//// if(offon[0] == 1){ //Increment volume if(volume[0] >= 1) volume[0] = 1; else volume[0] += 0.05; } else{ //Decrement volume if(volume[0] <= 0) volume[0] = 0; else volume[0] -= 0.05; } ////STREAM 2//// if(offon[1] == 1){ //Increment volume if(volume[1] >= 1) volume[1] = 1; else volume[1] += 0.05; } else{ //Decrement volume if(volume[1] <= 0) volume[1] = 0; else volume[1] -= 0.05; } ////STREAM 3//// if(offon[2] == 1){ //Increment volume if(volume[2] >= 1) volume[2] = 1; else volume[2] += 0.05; } //Change volume audio_sound_gain(stream[0],volume[0],0); audio_sound_gain(stream[1],volume[1],0); audio_sound_gain(stream[2],volume[2],0); //if the first music isn't playing, restart all (Sync) if!(audio_is_playing(stream[0])) //Restart all streams event_user(0); //if any stream isn't playing, activate one if(offon[0] == 0) && (offon[1] == 0) && (offon[2] == 0) offon[0] = 1; USER DEFINED 0 EVENT Using gml Syntax Highlighting ///Restart/Start streams
/*This event will be used to restart the streams and start for the first time. **It mainly to synchronize all channels.*/ //Stop all audio_stop_sound(stream[0]); audio_stop_sound(stream[1]); audio_stop_sound(stream[2]); //Restart/Start all audio_play_sound(stream[0],0,false); audio_play_sound(stream[1],0,false); audio_play_sound(stream[2],0,false); USER DEFINED 1 EVENT Using gml Syntax Highlighting ///Start Alarms
/*This event will only be used once only, unless you go to the other **room and he is not a persistent.*/ alarm[0] = 1; alarm[1] = 1; alarm[2] = 1; Note: The number of channels will depend on the amount of alarms that will use. I think it can also work with 2D arrays, for you to use volume along with the music in only one var. But I don't have tested it so, I can not give certain. This is my first tutorial, please go easy on me if I wrong something... |
Author: | TrinitroMan [ Tue Feb 16, 2016 3:57 am ] |
Post subject: | Re: Engine / Tutorial Topic |
TrinitroMan wrote: DarkBlueYoshi wrote: ShadowBomb wrote: Group: Engine Name: SMB2 Engine Registered: No Function: Make a Super Mario Bros 2 US fangame Target: Game Maker 8 Link: http://www.mediafire.com/?t4xub3ney23qqx6 NO Uhm...sorry, but what's the problem with that engine? I'm not that long in this place, so I have no idea, what problems this engine has. Could someone please clear me up? Thanks in advance! Still have no idea, what problems this engine has, and I cannot find it out myself, because the link is down. Somebody please explain to me. |
Author: | Gatete [ Fri Mar 25, 2016 7:01 pm ] |
Post subject: | Re: Engine / Tutorial Topic |
Here's a simple Iris transition effect that you can use with Game Maker 8, 8.1 and Studio. CREATE EVENT Using gml Syntax Highlighting ///Simple Iris Transition Effect
//Set up the radius. radius = 0; //Set up the surface. surf = surface_create(room_width,room_height); //Set up the colour of the surface. surf_colour = c_black; STEP EVENT Using gml Syntax Highlighting ///Handle position and radius of the transition.
//Snap into position, you can make this snap into the player's x and y positions. x = view_wview[0] / 2; y = view_hview[0] / 2; //Set up the radius of the effect. radius += 10; if (radius > 160) { //Add here the width of the view divided by 2. //Do actions here! } END STEP EVENT Using gml Syntax Highlighting ///Handle the surface
//Does the surface exists? if (!surface_exists(surf)) { //Set up the surface. surf = surface_create(room_width,room_height); } //If the surface exists, modify it. else { //Set the surface target. surface_set_target(surf); //Clear colour white. draw_clear(c_white-surf_colour); //Set the blending mode. draw_set_blend_mode(bm_subtract); //Draw the transition image. draw_circle_colour(x-view_xview[0],y-view_yview[0],scale,c_white,c_white,false); //Set the blending end mode. draw_set_blend_mode(bm_normal); //Reset the surface target. surface_reset_target(); } DRAW EVENT |
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