Powered by Invision Power Board

 
    Reply to this topicStart new topicStart Poll

> GameMaker (6) Sprites make no sense!
Unspecified
Draco Icebane
Posted: Jun 30 2008, 08:01 PM
Quote Post


Standard Member
[*][*][*][*][*]


Group Icon
Group: Banned
Posts: 52997
Member No.: 10
Joined: 13-October 03

Status: (71582612m) [XX]


Yes, I read the help file. The most good this does me is work as an index for GML, which isn't the problem atm.

The problem is the way GameMaker 6 handles Sprites. I don't ****ing get it. All I know is that Sprites are applied to an Object, and you can swap an Object's currently selected Sprite to whatever the hell you want whenever you feel like it.

Please don't tell me I need to make *separate* Sprite files for every animation, because this would be absolutely retarded. I was hoping I could import an entire sheet as one Sprite and divide it into tiles like with a Background.



While we're at that, how do you ... make background obstacles? Do they have to be Objects?

This post has been edited by Draco Icebane on Jun 30 2008, 08:04 PM
PM
Top
Canada
MegaTailzChao
Posted: Jun 30 2008, 08:06 PM
Quote Post


So long, and thanks for all the fish.
[S][*][*][*][*]
[*][*]

Group Icon
Group: Site Staff
Posts: 15788
Member No.: 2267
Joined: 2-July 06

Status: (0d) [--]


There is a way to use spritesheets as animations, but I wouldn't recommend it until you've used Game Maker for a while and understand how it works, even if just a little. Yes, you have to make a new sprite for each animation, but it's not as bad as it sounds.

As for your other problem, tiles cannot do anything other then sit there and look pretty. You must create an object that you use as a solid object of some sort. I'd suggest finding some basic example of some sort and looking at that for a little.


--------------------
user posted image
user posted imageuser posted image
PMEmail PosterMSN
Top
Unspecified
Draco Icebane
Posted: Jun 30 2008, 08:08 PM
Quote Post


Standard Member
[*][*][*][*][*]


Group Icon
Group: Banned
Posts: 52997
Member No.: 10
Joined: 13-October 03

Status: (71582612m) [XX]


QUOTE (MegaTailzChao @ Jun 30 2008, 06:06 PM)
You must create an object that you use as a solid object of some sort.

What!? That sucks! fjdsfjsdjf

Basically, I make invisible Objects (with proper collisions built-in) and stick them everywhere a tile is and hope I didn't leave any holes? sad.gif

What a silly program ;_;



i really need to know this damn spritesheet trick btw, is that done in gml? i'll do it that way if i have to, i hate single-sprite importing
PM
Top
Canada
Yoshbert
Posted: Jun 30 2008, 08:10 PM
Quote Post


Eat your veggies.
[*][*][*][*][*]
[*][*]

Group Icon
Group: Members
Posts: 2161
Member No.: 4336
Joined: 29-August 07

Status: (0d) [--]


It can be done in Drag and Drop also.


--------------------
PMEmail PosterUsers Website
Top
Canada
MegaTailzChao
Posted: Jun 30 2008, 08:17 PM
Quote Post


So long, and thanks for all the fish.
[S][*][*][*][*]
[*][*]

Group Icon
Group: Site Staff
Posts: 15788
Member No.: 2267
Joined: 2-July 06

Status: (0d) [--]


QUOTE (Yoshbert 1-Ups @ Jun 30 2008, 07:10 PM)
It can be done in Drag and Drop also.

No I don't think there is a drag and drop function for drawing part of a sprite


--------------------
user posted image
user posted imageuser posted image
PMEmail PosterMSN
Top
Unspecified
Draco Icebane
Posted: Jun 30 2008, 08:18 PM
Quote Post


Standard Member
[*][*][*][*][*]


Group Icon
Group: Banned
Posts: 52997
Member No.: 10
Joined: 13-October 03

Status: (71582612m) [XX]


QUOTE (MegaTailzChao @ Jun 30 2008, 06:17 PM)
No I don't think there is a drag and drop function for drawing part of a sprite

Oh, is that all? All I need to learn is the GML-specific syntax / commands and I can do that without much of a problem :x I did crap like that when I was messing around in PHP and once or twice in C++

Mostly I need to figure out how GameMaker stores all its ****, so I can call it all with GML after I spend years studying the *******o language.

This post has been edited by Draco Icebane on Jun 30 2008, 08:19 PM
PM
Top
Canada
MegaTailzChao
Posted: Jun 30 2008, 08:20 PM
Quote Post


So long, and thanks for all the fish.
[S][*][*][*][*]
[*][*]

Group Icon
Group: Site Staff
Posts: 15788
Member No.: 2267
Joined: 2-July 06

Status: (0d) [--]


QUOTE (Draco Icebane @ Jun 30 2008, 07:18 PM)
Oh, is that all? All I need to learn is the GML-specific syntax / commands and I can do that without much of a problem :x

Mostly I need to figure out how GameMaker stores all its ****, so I can call it all with GML after I spend years studying the ******* language.

It's actually simple, if you've used ANY other programming language at all then GML should be like taking candy from a mentally disabled baby.

And it stores stuff with resource names, which can be changed by opening said resource on the left-side list. Just be sure if you're using GML to not use anything other then numbers, letters, and underscores.


Also you need registered to use spritesheets, I believe.


--------------------
user posted image
user posted imageuser posted image
PMEmail PosterMSN
Top
Unspecified
Draco Icebane
Posted: Jun 30 2008, 08:27 PM
Quote Post


Standard Member
[*][*][*][*][*]


Group Icon
Group: Banned
Posts: 52997
Member No.: 10
Joined: 13-October 03

Status: (71582612m) [XX]


QUOTE (MegaTailzChao @ Jun 30 2008, 06:20 PM)
Also you need registered to use spritesheets, I believe.

in dire circumstances that can be arranged, but my main gripe is that you have to register just to bloody rotate a sprite what crap is that!?

EDIT: Drawing part of a sprite is available in free, but any functions involving rotations or stretching require registration

This post has been edited by Draco Icebane on Jun 30 2008, 08:32 PM
PM
Top
United States
RetroXYZ
Posted: Jun 30 2008, 09:29 PM
Quote Post


Standard Member
[*][*]

Group Icon
Group: Members
Posts: 2714
Member No.: 4325
Joined: 27-August 07

Status: (0d) [--]


Different animations per sprite are really easy. You won't die. Stop being lazy; you can do it! I mean, Game Maker does all the rendering and stuff for you, so I don't see why you need to complain about simple things like that. Or, would you rather code it in C++?
PMEmail PosterMSN
Top
Unspecified
Draco Icebane
Posted: Jul 1 2008, 03:06 AM
Quote Post


Standard Member
[*][*][*][*][*]


Group Icon
Group: Banned
Posts: 52997
Member No.: 10
Joined: 13-October 03

Status: (71582612m) [XX]


QUOTE (RetroXYZ @ Jun 30 2008, 07:29 PM)
Different animations per sprite are really easy. You won't die. Stop being lazy; you can do it!

dude i struggled in mmf2 which gives you even more problems than gamemaker does so i'm not lazy >:(((

it's mostly that i have to go tear this sheet apart and save every image individually when in klik products, you can crop each frame out of the same image, saving you a couple hours or so of time

QUOTE
Or, would you rather code it in C++?

i could do that since i have the dx8 sdk and stuff all set up but it's too much effort to figure out the technicalities
PM
Top
Unspecified
Draco Icebane
Posted: Jul 1 2008, 03:37 AM
Quote Post


Standard Member
[*][*][*][*][*]


Group Icon
Group: Banned
Posts: 52997
Member No.: 10
Joined: 13-October 03

Status: (71582612m) [XX]


QUOTE (Draco Icebane @ Jul 1 2008, 01:06 AM)
when in klik products, you can crop each frame out of the same image, saving you a couple hours or so of time

^ just found the Create from Strip option to do something very similar to this, even if it isn't perfect it still lets me use spritesheets
PM
Top
United States
SuperMarioMaster
Posted: Jul 1 2008, 07:16 AM
Quote Post


It's been real
[*]

Group Icon
Group: Members
Posts: 2145
Member No.: 4476
Joined: 22-September 07

Status: (0d) [--]


QUOTE (Draco Icebane @ Jun 30 2008, 09:08 PM)
What!? That stinks! fjdsfjsdjf

Basically, I make invisible Objects (with proper collisions built-in) and stick them everywhere a tile is and hope I didn't leave any holes? sad.gif

What a silly program ;_;

It's not that hard to hide objects in the room editor


--------------------
PMEmail Poster
Top
India
Char
Posted: Jul 1 2008, 09:50 AM
Quote Post


fad was bad
[M][*][*]

Group Icon
Group: Admins
Posts: 2123
Member No.: 2856
Joined: 25-October 06

Status: (0d) [--]


QUOTE (Draco Icebane @ Jul 1 2008, 06:38 AM)
and stick them everywhere a tile is and hope I didn't leave any holes?

invisible objects are visible in the editor... in fact, you can use any sprite of any colour. Just uncheck the visible object, and at RUNTIME it will be invisible. (but collision works)


--------------------
aa this broke


Make your own | If a level is breaking the rules, note the ID and PM me.
Reference (thanks Frogjester!)
PMEmail PosterUsers WebsiteAOLYahooMSN
Top
Unspecified
Draco Icebane
Posted: Jul 1 2008, 05:22 PM
Quote Post


Standard Member
[*][*][*][*][*]


Group Icon
Group: Banned
Posts: 52997
Member No.: 10
Joined: 13-October 03

Status: (71582612m) [XX]


QUOTE (SuperMarioMaster @ Jul 1 2008, 05:16 AM)
It's not that hard to hide objects in the room editor

I figured that out already, but it is still a hassle and an eyesore. :/
PM
Top
United States
Littlink
Posted: Jul 1 2008, 05:35 PM
Quote Post


hip 2b square
[*][*][*][*][*]
[*][*]

Group Icon
Group: Members
Posts: 5146
Member No.: 2010
Joined: 11-April 06

Status: (0d) [--]


I like a half-transparent mask for invisible things
user posted image
user posted image

Or you could just leave the outline itself which still won't affect collisions if precise collision is turned off.

This post has been edited by Littlink on Jul 1 2008, 05:36 PM


--------------------
[████████░░] 80%

user posted image
PMUsers WebsiteMSN
Top
United States
orange452
Posted: Jul 1 2008, 07:48 PM
Quote Post


...and brotha, I hurt people...
[*]

Group Icon
Group: Members
Posts: 519
Member No.: 3337
Joined: 21-February 07

Status: (0d) [--]


I made an example of how to have all your sprites for a character all in one sprite...
i'll upload it when I find it...


--------------------
user posted image
************************************************************
PMEmail PosterUsers Website
Top
Togo
Razz
Posted: Jul 1 2008, 08:05 PM
Quote Post



[*][*][*]

Group Icon
Group: Members
Posts: 6007
Member No.: 4259
Joined: 13-August 07

Status: (0d) [--]


Once you know what to do (and how to do it), gm is a very hand program. It's just really hard to grasp, especially if you're used to c++ or any other programming language.

What I can't stand, is how gm handles variables. If you want a variable to stay the same even after you exit a room, you have to have "global." in front of it's name, which is rather annoying.


--------------------
Allusion - [||--------] 25% complete
GridLocked - [||||------] 45% complete
my blog
PMEmail PosterAOL
Top
United States
orange452
Posted: Jul 1 2008, 08:09 PM
Quote Post


...and brotha, I hurt people...
[*]

Group Icon
Group: Members
Posts: 519
Member No.: 3337
Joined: 21-February 07

Status: (0d) [--]


ok, I got the link:
http://willhostforfood.com/access.php?fileid=26048

This post has been edited by orange452 on Jul 2 2008, 05:49 PM


--------------------
user posted image
************************************************************
PMEmail PosterUsers Website
Top
Unspecified
Draco Icebane
Posted: Jul 1 2008, 08:24 PM
Quote Post


Standard Member
[*][*][*][*][*]


Group Icon
Group: Banned
Posts: 52997
Member No.: 10
Joined: 13-October 03

Status: (71582612m) [XX]


QUOTE (Razz @ Jul 1 2008, 06:05 PM)
What I can't stand, is how gm handles variables. If you want a variable to stay the same even after you exit a room, you have to have "global." in front of it's name, which is rather annoying.

Yeah, but this is true for all coding languages. Variable scope is a rather frustrating mechanic in everything
PM
Top
United States
Ziso
Posted: Jul 2 2008, 11:54 AM
Quote Post


Should I be concerned?
[*]

Group Icon
Group: Members
Posts: 992
Member No.: 3387
Joined: 2-March 07

Status: (0d) [--]


The object should have a tab that says "sprite" when you go to edit it. This is the sprite that it uses at default (when it is created).

You can change the sprite later in GML (multiple different animations for example). The way to change a sprite in GML is "sprite_index = *sprite name*".

Also, for background obstacles. If your making say a Mario fangame with multiple different ground pieces and other obstacles (because of world themes), you can usually just make a 16x16 invisible block and place tiles over them.


--------------------
PMEmail PosterUsers WebsiteAOLMSN
Top
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

  Topic Options Topic Options Reply to this topicStart new topicStart Poll

 




[ Script Execution time: 0.0974 ]   [ 14 queries used ]   [ GZIP Enabled ]   [ Server Load: 2.36 ]