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Author Topic: [Request / Listing] GML Code help  (Read 6040 times)

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dylan623

Re: GML Code help
« Reply #20 on: May 21, 2006, 09:54:59 pm »
Like I would have liked to learn what I am going to post here by going through D&D and then going to GML.  If you start out with GML, you can start a lot faster.  You do not even have to know how to do everything.  There are programs that will break down the D&D for you.

The simple fact is that D&D is not practical, and because of its unpracticality, it is a waste of time to learn and then switch to GML.  If you are serious about Game Maker, you should go straight to GML.  The time it takes you to learn it is about the same as D&D if not less, and in the end you do not have to switch when you get constrained by limits.

I would not want to do this in D&D.  If there was a mistake in it, it would take a very long time to find the mistake in D&D
Code: [Select]
u=keyboard_check(vk_up)-keyboard_check(vk_down)
d=keyboard_check(vk_down)-keyboard_check(vk_up)
l=keyboard_check(vk_left)-keyboard_check(vk_right)
r=keyboard_check(vk_right)-keyboard_check(vk_left)
if (u||d||l||r){moving=true}else{moving=false}
if sprite_index=link_s_u||sprite_index=link_w_u||sprite_index=link_sh_u{global.dir="u"}
if sprite_index=link_s_d||sprite_index=link_w_d||sprite_index=link_sh_d{global.dir="d"}
if sprite_index=link_s_l||sprite_index=link_w_l||sprite_index=link_sh_l{global.dir="l"}
if sprite_index=link_s_r||sprite_index=link_w_r||sprite_index=link_sh_r{global.dir="r"}
if global.state="normal"{
if u&&!l&&!r{sprite_index=link_w_u}
if d&&!l&&!r{sprite_index=link_w_d}
if l&&!u&&!d{sprite_index=link_w_l}
if r&&!u&&!d{sprite_index=link_w_r}
if moving=true{
if ((u||d)&&(l||r)){movestep+=(movespeed/sqrt(2))}
else{movestep+=movespeed}
while (movestep>=1) {
movestep-=1
xstep=r-l
ystep=d-u
if place_free(x+xstep,y){x+=xstep}
if place_free(x,y+ystep){y+=ystep}
}
}
else{
movestep=0
switch (sprite_index){
case link_w_d: sprite_index=link_s_d; break;
case link_w_u: sprite_index=link_s_u; break;
case link_w_l: sprite_index=link_s_l; break;
case link_w_r: sprite_index=link_s_r; break;
}
}
}
//Sprite Correction
if xstep<0&&sprite_index=link_w_r{sprite_index=link_w_l}
if xstep>0&&sprite_index=link_w_l{sprite_index=link_w_r}
if ystep<0&&sprite_index=link_w_d{sprite_index=link_w_u}
if ystep>0&&sprite_index=link_w_u{sprite_index=link_w_d}
if xstep<0&&sprite_index=link_s_r{sprite_index=link_s_l}
if xstep>0&&sprite_index=link_s_l{sprite_index=link_s_r}
if ystep<0&&sprite_index=link_s_d{sprite_index=link_s_u}
if ystep>0&&sprite_index=link_s_u{sprite_index=link_s_d}
if sprite_index=link_s_u&&moving=true{sprite_index=link_w_u}
if sprite_index=link_s_d&&moving=true{sprite_index=link_w_d}
if sprite_index=link_s_l&&moving=true{sprite_index=link_w_l}
if sprite_index=link_s_r&&moving=true{sprite_index=link_w_r}
No, mistakes are harder to find in GML, and GML takes longer.
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Re: GML Code help
« Reply #21 on: May 21, 2006, 09:56:26 pm »
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Like I would have liked to learn what I am going to post here by going through D&D and then going to GML.  If you start out with GML, you can start a lot faster.  You do not even have to know how to do everything.  There are programs that will break down the D&D for you.

The simple fact is that D&D is not practical, and because of its unpracticality, it is a waste of time to learn and then switch to GML.  If you are serious about Game Maker, you should go straight to GML.  The time it takes you to learn it is about the same as D&D if not less, and in the end you do not have to switch when you get constrained by limits.

I would not want to do this in D&D.  If there was a mistake in it, it would take a very long time to find the mistake in D&D
Code: [Select]
u=keyboard_check(vk_up)-keyboard_check(vk_down)
d=keyboard_check(vk_down)-keyboard_check(vk_up)
l=keyboard_check(vk_left)-keyboard_check(vk_right)
r=keyboard_check(vk_right)-keyboard_check(vk_left)
if (u||d||l||r){moving=true}else{moving=false}
if sprite_index=link_s_u||sprite_index=link_w_u||sprite_index=link_sh_u{global.dir="u"}
if sprite_index=link_s_d||sprite_index=link_w_d||sprite_index=link_sh_d{global.dir="d"}
if sprite_index=link_s_l||sprite_index=link_w_l||sprite_index=link_sh_l{global.dir="l"}
if sprite_index=link_s_r||sprite_index=link_w_r||sprite_index=link_sh_r{global.dir="r"}
if global.state="normal"{
if u&&!l&&!r{sprite_index=link_w_u}
if d&&!l&&!r{sprite_index=link_w_d}
if l&&!u&&!d{sprite_index=link_w_l}
if r&&!u&&!d{sprite_index=link_w_r}
if moving=true{
if ((u||d)&&(l||r)){movestep+=(movespeed/sqrt(2))}
else{movestep+=movespeed}
while (movestep>=1) {
movestep-=1
xstep=r-l
ystep=d-u
if place_free(x+xstep,y){x+=xstep}
if place_free(x,y+ystep){y+=ystep}
}
}
else{
movestep=0
switch (sprite_index){
case link_w_d: sprite_index=link_s_d; break;
case link_w_u: sprite_index=link_s_u; break;
case link_w_l: sprite_index=link_s_l; break;
case link_w_r: sprite_index=link_s_r; break;
}
}
}
//Sprite Correction
if xstep<0&&sprite_index=link_w_r{sprite_index=link_w_l}
if xstep>0&&sprite_index=link_w_l{sprite_index=link_w_r}
if ystep<0&&sprite_index=link_w_d{sprite_index=link_w_u}
if ystep>0&&sprite_index=link_w_u{sprite_index=link_w_d}
if xstep<0&&sprite_index=link_s_r{sprite_index=link_s_l}
if xstep>0&&sprite_index=link_s_l{sprite_index=link_s_r}
if ystep<0&&sprite_index=link_s_d{sprite_index=link_s_u}
if ystep>0&&sprite_index=link_s_u{sprite_index=link_s_d}
if sprite_index=link_s_u&&moving=true{sprite_index=link_w_u}
if sprite_index=link_s_d&&moving=true{sprite_index=link_w_d}
if sprite_index=link_s_l&&moving=true{sprite_index=link_w_l}
if sprite_index=link_s_r&&moving=true{sprite_index=link_w_r}
No, mistakes are harder to find in GML, and GML takes longer.

Actually i must say they arnt that hard to find, cos it comes up with what the error is before startin teh game, and then if you press CRTL+F in the script screen you can find where that error is and fix it
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dylan623

Re: GML Code help
« Reply #22 on: May 21, 2006, 10:00:25 pm »
Like I would have liked to learn what I am going to post here by going through D&D and then going to GML.  If you start out with GML, you can start a lot faster.  You do not even have to know how to do everything.  There are programs that will break down the D&D for you.

The simple fact is that D&D is not practical, and because of its unpracticality, it is a waste of time to learn and then switch to GML.  If you are serious about Game Maker, you should go straight to GML.  The time it takes you to learn it is about the same as D&D if not less, and in the end you do not have to switch when you get constrained by limits.

I would not want to do this in D&D.  If there was a mistake in it, it would take a very long time to find the mistake in D&D
Code: [Select]
u=keyboard_check(vk_up)-keyboard_check(vk_down)
d=keyboard_check(vk_down)-keyboard_check(vk_up)
l=keyboard_check(vk_left)-keyboard_check(vk_right)
r=keyboard_check(vk_right)-keyboard_check(vk_left)
if (u||d||l||r){moving=true}else{moving=false}
if sprite_index=link_s_u||sprite_index=link_w_u||sprite_index=link_sh_u{global.dir="u"}
if sprite_index=link_s_d||sprite_index=link_w_d||sprite_index=link_sh_d{global.dir="d"}
if sprite_index=link_s_l||sprite_index=link_w_l||sprite_index=link_sh_l{global.dir="l"}
if sprite_index=link_s_r||sprite_index=link_w_r||sprite_index=link_sh_r{global.dir="r"}
if global.state="normal"{
if u&&!l&&!r{sprite_index=link_w_u}
if d&&!l&&!r{sprite_index=link_w_d}
if l&&!u&&!d{sprite_index=link_w_l}
if r&&!u&&!d{sprite_index=link_w_r}
if moving=true{
if ((u||d)&&(l||r)){movestep+=(movespeed/sqrt(2))}
else{movestep+=movespeed}
while (movestep>=1) {
movestep-=1
xstep=r-l
ystep=d-u
if place_free(x+xstep,y){x+=xstep}
if place_free(x,y+ystep){y+=ystep}
}
}
else{
movestep=0
switch (sprite_index){
case link_w_d: sprite_index=link_s_d; break;
case link_w_u: sprite_index=link_s_u; break;
case link_w_l: sprite_index=link_s_l; break;
case link_w_r: sprite_index=link_s_r; break;
}
}
}
//Sprite Correction
if xstep<0&&sprite_index=link_w_r{sprite_index=link_w_l}
if xstep>0&&sprite_index=link_w_l{sprite_index=link_w_r}
if ystep<0&&sprite_index=link_w_d{sprite_index=link_w_u}
if ystep>0&&sprite_index=link_w_u{sprite_index=link_w_d}
if xstep<0&&sprite_index=link_s_r{sprite_index=link_s_l}
if xstep>0&&sprite_index=link_s_l{sprite_index=link_s_r}
if ystep<0&&sprite_index=link_s_d{sprite_index=link_s_u}
if ystep>0&&sprite_index=link_s_u{sprite_index=link_s_d}
if sprite_index=link_s_u&&moving=true{sprite_index=link_w_u}
if sprite_index=link_s_d&&moving=true{sprite_index=link_w_d}
if sprite_index=link_s_l&&moving=true{sprite_index=link_w_l}
if sprite_index=link_s_r&&moving=true{sprite_index=link_w_r}
No, mistakes are harder to find in GML, and GML takes longer.

Actually i must say they arnt that hard to find, cos it comes up with what the error is before startin teh game, and then if you press CRTL+F in the script screen you can find where that error is and fix it
I never knew that, thanks. I always thought you had to look for it after you abort.
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Re: GML Code help
« Reply #23 on: May 21, 2006, 10:01:08 pm »
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I actually learnt it by accident ^.^
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Re: GML Code help
« Reply #24 on: May 21, 2006, 10:09:43 pm »
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The code I posted is for the step event of Link in my game.  If I would comment, it would be easier to understand, but I am at the point where comments no longer matter.  I can read the code as if it were my native language.

//Defines shorthand key variables
up
u=keyboard_check(vk_up)-keyboard_check(vk_down)
down
d=keyboard_check(vk_down)-keyboard_check(vk_up)
left
l=keyboard_check(vk_left)-keyboard_check(vk_right)
right
r=keyboard_check(vk_right)-keyboard_check(vk_left)
//Define moving, not moving, and directions
is it moving
if (u||d||l||r){moving=true}else{moving=false}
//dumb code, defines direction by sprite
up sprites
if sprite_index=link_s_u||sprite_index=link_w_u||sprite_index=link_sh_u{global.dir="u"}
down sprites
if sprite_index=link_s_d||sprite_index=link_w_d||sprite_index=link_sh_d{global.dir="d"}
left sprites
if sprite_index=link_s_l||sprite_index=link_w_l||sprite_index=link_sh_l{global.dir="l"}
right sprites
if sprite_index=link_s_r||sprite_index=link_w_r||sprite_index=link_sh_r{global.dir="r"}
if not sheilding or swording, but normal walking or standing
if global.state="normal"{
up walk
if u&&!l&&!r{sprite_index=link_w_u}
down walk
if d&&!l&&!r{sprite_index=link_w_d}
left walk
if l&&!u&&!d{sprite_index=link_w_l}
right walk
if r&&!u&&!d{sprite_index=link_w_r}
diagonal movement, because if you go up one unit and across one unit at the same time you are going diagonally in a direction by the square root of two
if moving=true{
if ((u||d)&&(l||r)){movestep+=(movespeed/sqrt(2))}
else{movestep+=movespeed}
while (movestep>=1) {
movestep-=1
xstep=r-l
ystep=d-u
if place_free(x+xstep,y){x+=xstep}
if place_free(x,y+ystep){y+=ystep}
}
}
else{
if not moving, define sprites
movestep=0
switch (sprite_index){
case link_w_d: sprite_index=link_s_d; break;
case link_w_u: sprite_index=link_s_u; break;
case link_w_l: sprite_index=link_s_l; break;
case link_w_r: sprite_index=link_s_r; break;
}
}
}
//Sprite Correction
corrects any errors that come up, not always that there will be, but better safe then sorry
if xstep<0&&sprite_index=link_w_r{sprite_index=link_w_l}
if xstep>0&&sprite_index=link_w_l{sprite_index=link_w_r}
if ystep<0&&sprite_index=link_w_d{sprite_index=link_w_u}
if ystep>0&&sprite_index=link_w_u{sprite_index=link_w_d}
if xstep<0&&sprite_index=link_s_r{sprite_index=link_s_l}
if xstep>0&&sprite_index=link_s_l{sprite_index=link_s_r}
if ystep<0&&sprite_index=link_s_d{sprite_index=link_s_u}
if ystep>0&&sprite_index=link_s_u{sprite_index=link_s_d}
if sprite_index=link_s_u&&moving=true{sprite_index=link_w_u}
if sprite_index=link_s_d&&moving=true{sprite_index=link_w_d}
if sprite_index=link_s_l&&moving=true{sprite_index=link_w_l}
if sprite_index=link_s_r&&moving=true{sprite_index=link_w_r}


GML is easier, I do not have to click and edit more than twenty drap and drop boxes to do what I want.  Everything that I want to edit in the step event is in one spot. 
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dylan623

Re: GML Code help
« Reply #25 on: May 21, 2006, 10:32:13 pm »
The code I posted is for the step event of Link in my game.  If I would comment, it would be easier to understand, but I am at the point where comments no longer matter.  I can read the code as if it were my native language.

//Defines shorthand key variables
up
u=keyboard_check(vk_up)-keyboard_check(vk_down)
down
d=keyboard_check(vk_down)-keyboard_check(vk_up)
left
l=keyboard_check(vk_left)-keyboard_check(vk_right)
right
r=keyboard_check(vk_right)-keyboard_check(vk_left)
//Define moving, not moving, and directions
is it moving
if (u||d||l||r){moving=true}else{moving=false}
//dumb code, defines direction by sprite
up sprites
if sprite_index=link_s_u||sprite_index=link_w_u||sprite_index=link_sh_u{global.dir="u"}
down sprites
if sprite_index=link_s_d||sprite_index=link_w_d||sprite_index=link_sh_d{global.dir="d"}
left sprites
if sprite_index=link_s_l||sprite_index=link_w_l||sprite_index=link_sh_l{global.dir="l"}
right sprites
if sprite_index=link_s_r||sprite_index=link_w_r||sprite_index=link_sh_r{global.dir="r"}
if not sheilding or swording, but normal walking or standing
if global.state="normal"{
up walk
if u&&!l&&!r{sprite_index=link_w_u}
down walk
if d&&!l&&!r{sprite_index=link_w_d}
left walk
if l&&!u&&!d{sprite_index=link_w_l}
right walk
if r&&!u&&!d{sprite_index=link_w_r}
diagonal movement, because if you go up one unit and across one unit at the same time you are going diagonally in a direction by the square root of two
if moving=true{
if ((u||d)&&(l||r)){movestep+=(movespeed/sqrt(2))}
else{movestep+=movespeed}
while (movestep>=1) {
movestep-=1
xstep=r-l
ystep=d-u
if place_free(x+xstep,y){x+=xstep}
if place_free(x,y+ystep){y+=ystep}
}
}
else{
if not moving, define sprites
movestep=0
switch (sprite_index){
case link_w_d: sprite_index=link_s_d; break;
case link_w_u: sprite_index=link_s_u; break;
case link_w_l: sprite_index=link_s_l; break;
case link_w_r: sprite_index=link_s_r; break;
}
}
}
//Sprite Correction
corrects any errors that come up, not always that there will be, but better safe then sorry
if xstep<0&&sprite_index=link_w_r{sprite_index=link_w_l}
if xstep>0&&sprite_index=link_w_l{sprite_index=link_w_r}
if ystep<0&&sprite_index=link_w_d{sprite_index=link_w_u}
if ystep>0&&sprite_index=link_w_u{sprite_index=link_w_d}
if xstep<0&&sprite_index=link_s_r{sprite_index=link_s_l}
if xstep>0&&sprite_index=link_s_l{sprite_index=link_s_r}
if ystep<0&&sprite_index=link_s_d{sprite_index=link_s_u}
if ystep>0&&sprite_index=link_s_u{sprite_index=link_s_d}
if sprite_index=link_s_u&&moving=true{sprite_index=link_w_u}
if sprite_index=link_s_d&&moving=true{sprite_index=link_w_d}
if sprite_index=link_s_l&&moving=true{sprite_index=link_w_l}
if sprite_index=link_s_r&&moving=true{sprite_index=link_w_r}


GML is easier, I do not have to click and edit more than twenty drap and drop boxes to do what I want.  Everything that I want to edit in the step event is in one spot. 
D&D is easier for me because I don't have to look as hard to find problems.
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Re: GML Code help
« Reply #26 on: May 21, 2006, 11:24:54 pm »
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As bertfallen said earlier, the CTRL+F helps you find the problems in a script quickly and easily, but unless you know what they mean, then it might still be difficult for anyone other than the person who put in every part piece by piece, structure by structure, and who knows what the code is because he or she put the code where it is. 

I was not pointing out errors, only what everything did.  D&D would be easier to find errors in anyway because the code itself is often simple not in the sense of brilliance but in the sense of lackluster achievement.  Those who take the same time to learn GML benefit from easier error location even though their may be more errors.  The reason for those errors is not the fault of the GML itself, but the fault of becoming advanced and having more code.  The errors in my code are not really errors, just how the direction variable is determined.  If you are moving up and left, in my code, are you facing up or left.  That is determined by the previous non-diagonal direction.  So, if I were going left and then while holding left pressed and held up, I would be facing left while moving up because up is not the direction I face, it is only the offset of where I am going.  The "correction code" only ensures that the graphics remain constant and do not change under the same circumstances.

I will admit there is a problem with my code.  Not in the GML, but of how it is recognized.  To fit the condition I want, I would have to probably edit how moving is defined.  It would be easy, but my inspiration for finishing the game is nowhere to be found.    If I were to set all of that code up in D&D though, I would have a lot of little boxes.  To fix the moving problem as I have stated earlier, I would have to scroll up and down through all other boxes and figure out where to either put a new box, edit a box, or remove a box, and frankly, that would take way to long.

To each his own, though, as some famous person once said.
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dylan623

Re: GML Code help
« Reply #27 on: May 22, 2006, 12:23:27 am »
As bertfallen said earlier, the CTRL+F helps you find the problems in a script quickly and easily, but unless you know what they mean, then it might still be difficult for anyone other than the person who put in every part piece by piece, structure by structure, and who knows what the code is because he or she put the code where it is. 

I was not pointing out errors, only what everything did.  D&D would be easier to find errors in anyway because the code itself is often simple not in the sense of brilliance but in the sense of lackluster achievement.  Those who take the same time to learn GML benefit from easier error location even though their may be more errors.  The reason for those errors is not the fault of the GML itself, but the fault of becoming advanced and having more code.  The errors in my code are not really errors, just how the direction variable is determined.  If you are moving up and left, in my code, are you facing up or left.  That is determined by the previous non-diagonal direction.  So, if I were going left and then while holding left pressed and held up, I would be facing left while moving up because up is not the direction I face, it is only the offset of where I am going.  The "correction code" only ensures that the graphics remain constant and do not change under the same circumstances.

I will admit there is a problem with my code.  Not in the GML, but of how it is recognized.  To fit the condition I want, I would have to probably edit how moving is defined.  It would be easy, but my inspiration for finishing the game is nowhere to be found.    If I were to set all of that code up in D&D though, I would have a lot of little boxes.  To fix the moving problem as I have stated earlier, I would have to scroll up and down through all other boxes and figure out where to either put a new box, edit a box, or remove a box, and frankly, that would take way to long.

To each his own, though, as some famous person once said.
I meant that you wouldn't have to read as much because you can see symbols next to each statment. I have made very long codes in almost entirely D&D before
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Re: GML Code help
« Reply #28 on: May 22, 2006, 12:48:51 am »
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The time it takes to go from box to box in D&D compared to the time it takes to move from line to line of text in GML code is greater.  Considering the fact that people who program in Game Maker can read, this means that in GML, which is text, would be read and processed faster by the human mind.  In D&D, the same could be said only if you knew exactly what the code did before going over the D&D boxes.  The fact that if you have a long column of D&D boxes, you have to scroll down, which diverts attention away from the boxes, which can cause the mind to skip on the information given.  In GML this is not as prevailant because more text fits to the text area (the number of boxes held in the viewed D&D column is less than the amount of words in most GML code; the more boxes, the less seen without scrolling).

While you can make long D&D codes, GML texts can be viewed in their viewed state the most.  Thus, as you progress in your game's programming, you do not have as much going back and forth, all while not seeing more and not having to click or hover over something to see its all of it.  You many be able to see what the type of box is, but that does not mean that you automatically are able to determine all about it.  The time it takes to fully recognize code is greater than the time it takes to recognize a D&D box, but the total time to undertand everything about it is less. 

A problem with D&D though is if you have a unique library and you give your GMD/GM6 file to someone who does not have that library.  The other person will not be able to edit the D&D boxes that are in your code because they do not have the libraries.  GML code is constant in all Game Maker programs though.  The only time some GML code does not transfer is when going between GMDs and GM6s, but the same thing happens with D&D, except that it cannot be edited I believe.
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dylan623

Re: GML Code help
« Reply #29 on: May 22, 2006, 12:54:32 am »
The time it takes to go from box to box in D&D compared to the time it takes to move from line to line of text in GML code is greater.  Considering the fact that people who program in Game Maker can read, this means that in GML, which is text, would be read and processed faster by the human mind.  In D&D, the same could be said only if you knew exactly what the code did before going over the D&D boxes.  The fact that if you have a long column of D&D boxes, you have to scroll down, which diverts attention away from the boxes, which can cause the mind to skip on the information given.  In GML this is not as prevailant because more text fits to the text area (the number of boxes held in the viewed D&D column is less than the amount of words in most GML code; the more boxes, the less seen without scrolling).

While you can make long D&D codes, GML texts can be viewed in their viewed state the most.  Thus, as you progress in your game's programming, you do not have as much going back and forth, all while not seeing more and not having to click or hover over something to see its all of it.  You many be able to see what the type of box is, but that does not mean that you automatically are able to determine all about it.  The time it takes to fully recognize code is greater than the time it takes to recognize a D&D box, but the total time to undertand everything about it is less. 

A problem with D&D though is if you have a unique library and you give your GMD/GM6 file to someone who does not have that library.  The other person will not be able to edit the D&D boxes that are in your code because they do not have the libraries.  GML code is constant in all Game Maker programs though.  The only time some GML code does not transfer is when going between GMDs and GM6s, but the same thing happens with D&D, except that it cannot be edited I believe.
I guess you have your opinion and I have mine. I think both D&D and GML are useful, thats why I'm using both in my game.
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Re: GML Code help
« Reply #30 on: May 22, 2006, 01:06:44 am »
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It is good that you have at least some regard of GML, over the course of a big project, it is the most useful because of how dynamic it can be, but I will say that D&D is alright it you are doing something simple.  The only D&D I use is to have a code box, only because it is required to do GML easily, so I would never personally use D&D beyond that point.  But, just because I do not use it does not mean that you should too.  So long as it does not infere with general development, then I guess it is alright, but I still prefer GML, even if it makes me feel stupid for not knowing C++ to the fullest.

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dylan623

Re: GML Code help
« Reply #31 on: May 22, 2006, 01:10:36 am »
It is good that you have at least some regard of GML, over the course of a big project, it is the most useful because of how dynamic it can be, but I will say that D&D is alright it you are doing something simple.  The only D&D I use is to have a code box, only because it is required to do GML easily, so I would never personally use D&D beyond that point.  But, just because I do not use it does not mean that you should too.  So long as it does not infere with general development, then I guess it is alright, but I still prefer GML, even if it makes me feel stupid for not knowing C++ to the fullest.


I always use D&D for simple things, and GML for anything I can't use D&D for. This starting to get off-topic, so I won't post anything else here.
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