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Messages - mit

Pages: 1 ... 36 37 [38]
741
Entertainment / Re: 100 skulltulas?
« on: April 22, 2006, 10:08:31 am »
I didn't bother to get all the skulltulas properly, I just used the glitch outside Hyrule Castle to get as many as I needed. I would never have the time to find them all properly.

742
Coding / Re: Draw a Line with a Certain Thickness (GM6)
« on: April 20, 2006, 03:15:55 pm »
Rather than having an argument for the color it would be a lot easier for the user to just make it the draw color;
Code: [Select]
//draw_line_thickness(x1,y1,x2,y2,thickness);
var thickness, startX, startY, endX, endY, tX,color,alpha;
startX = argument0;
startY = argument1;
endX = argument2;
endY = argument3;
thickness = argument4; //in pixels
color = draw_get_color()
alpha = draw_get_alpha()
tX = point_distance(startX,startY,endX,endY)
draw_sprite_ext(sprLine2,0,startX+lengthdir_x(thickness/2,point_direction(startX,startY,endX,endY)+90),startY+lengthdir_y(thickness/2,point_direction(startX,startY,endX,endY)+90),tX,thickness,point_direction(startX,startY,endX,endY),color,alpha)

I think it looks nice with the circles on the ends, anyway.

743
Coding / Re: Draw a Line with a Certain Thickness (GM6)
« on: April 20, 2006, 09:26:28 am »
Yeah, I'm aware it takes a lot more time, but it's useful for people who don't have the registered version, or whatever. And there's no glitches in it, although there's probably a fix to the one in yours.

EDIT: I was bored, and combined both of our scripts to achive a glitch-free and very fast line thickness script:
Code: [Select]
//draw_line_thickness(x1,y1,x2,y2,thickness);
var thickness, startX, startY, endX, endY, tX;
startX = argument0;
startY = argument1;
endX = argument2;
endY = argument3;
thickness = argument4; //in pixels
tX = point_distance(startX,startY,endX,endY)
draw_sprite_ext(sprLine,0,startX+lengthdir_x(thickness/2,point_direction(startX,startY,endX,endY)+90),startY+lengthdir_y(thickness/2,point_direction(startX,startY,endX,endY)+90),tX,thickness,point_direction(startX,startY,endX,endY),c_white,1);
draw_circle(startX,startY,thickness/2,0)
draw_circle(endX,endY,thickness/2,0)

744
Coding / Re: Draw a Line with a Certain Thickness (GM6)
« on: April 19, 2006, 10:15:37 am »
There's a draw_line thingy with variable thickness in my sig  :P

Not sure if it's slower, which it probably is, but it doesn't require a sprite, nor the registered version.

745
Other Projects / Re: Minesweeper
« on: April 09, 2006, 11:25:31 am »
Hmm... interesting... what size board did you set it to? Test it at 10, with 10 mines, and if that doesn't work I don't know. My algorythm sucks, and so very large boards crash it...

746
Other Projects / Re: Minesweeper
« on: April 09, 2006, 06:38:51 am »
Hmm, should work. What browser do you have? The buttons are only form thingies.

747
Coding / Re: [GML]Unwanted speed increase at room warp.
« on: April 06, 2006, 06:49:38 pm »
Quote
I typed in the player's speed variable (I'm using a global variable) and nothing changes. I'm really confused now.

Perhaps it isn't the speed variable changing, but the room speed, so that everything would speed up. Is this what you're getting? Is anything else speeding up with the player? Might not be this, but worth a look.

748
Coding / Re: GM's circles
« on: April 05, 2006, 10:15:23 pm »
There's an example of the first one, here: http://www.kousougames.co.uk/stuff/draw_line_ext.zip

749
Coding / Re: GM's circles
« on: April 05, 2006, 05:34:59 pm »
Well, if you get division by 0, that means you've set the radius to 0. They're scripts, so you add a script and put it in and call it something like draw_realcircle and then somewhere call
Code: [Select]
draw_realcircle(x,y,100)

Erm, there's an example of the line drawing script here.

750
Coding / [Example / Listing] GM's circles
« on: April 03, 2006, 04:28:13 pm »
Wondering why this forum is so empty, I thought I'd post something interesting. While I was slightly bored yesterday, I decided to write a script that would draw lines of different thicknesses. Here it is:
Code: [Select]
//draw_line_ext(x1,y1,x2,y2,thickness)
var iiiii;
for (iiiii=-(argument4/2);iiiii<=(argument4/2);iiiii+=0.5)
draw_line(argument0+lengthdir_x(iiiii,point_direction(argument0,argument1,argument2,argument3)+90),argument1+lengthdir_y(iiiii,point_direction(argument0,argument1,argument2,argument3)+90),argument2+lengthdir_x(iiiii,point_direction(argument0,argument1,argument2,argument3)+90),argument3+lengthdir_y(iiiii,point_direction(argument0,argument1,argument2,argument3)+90))
draw_circle(argument0,argument1,argument4/2,0)
draw_circle(argument2,argument3,argument4/2,0)
So that works nice and dandy.
However, while I tested that, I noticed that the circles on each end were... not circles. It appears Game Maker isn't drawing circles, but drawing a polygon of 26 sides. For normal purposes this seems fine, yet, when you want it bigger than the screen, which is not often, it looks quite uncircular.

Therefore, I cam up with a "real circle" script, which was terribly fond of drawing flowers. So I ditched it and asked Atrius to make one, here it is:
Code: [Select]
var dx,dy,w;
for(dy=round(argument1-argument2);dy<=round(argument1+argument2);dy+=1;) {
w=cos(arcsin((dy-argument1)/argument2))*argument2
dx=argument0-w
draw_line(round(dx),dy,round(dx+w*2),dy) }

751
Discussion / Re: Forum (The game)
« on: April 02, 2006, 06:42:26 pm »
Although it would completely ruin the idea, a better solution would be to have each topic a car within a carpark. Then you'd have an excuse for them changing position when you click sort, however, I doubt anyone would play.

How about... each house is dotted around, and when you want to sort by date, it rotates the camera angle all the way around and to a "different angle". Like that you'd miss the way the topics changed position, unless there were only a few, or you were extremely well orientated. But that wouldn't work in 2D very well, and would only work in 3D if you were very good at it.

752
Other Projects / [Completed] Minesweeper
« on: April 01, 2006, 07:16:24 pm »
I made my own version of Minesweeper in PHP! Now you can play minesweeper in the comfort of your own browser and with less features than the Windows one! Ontop of that, my algorithm for the cascading effect is unbelieveably memory consuming for the server, and may or may not run out of memory. Wanna play?


http://www.kousougames.co.uk/Minesweeper


If I ever have the effort, I may make an online highscore thingy so that this actually has an advantage over the windows one. But for now, it really doesn't.

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