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Game Maker 6.1's Order of Events, V1.5
OniLink10 |
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Yes, it is here, the order of Events! Unfortunately, if you run it, you need to use Task manager to exit. Here is the Info I gathered in V1.5. V1.4: NOW USES SAVING TO A FILE INSTEAD OF DISPLAYING A MESSAGE! THIS CAN ADD UP TO A BIG FILE REAL FAST, SO CLOSE THE GAME QUICK. --> |Object Create Code |Create |Game Start* |Room Create Code |Room Start |Draw |--> ||Begin Step ||Alarm ||Keyboard ||Key Press ||Key Release ||Mouse ||Mouse Press ||Mouse Release ||Step ||Collision ||End Step ||Draw ||-- |Room End |--** Game End *If Game is Starting **Loop ONLY if switching Rooms This post has been edited by OniLink10 on Nov 3 2008, 07:31 PM
Attached File ( Number of downloads: 8 )
Event_Test.gm6
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| QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM) | did you try hello's engine
make sure to not ****ing change anything before using it! |
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| QUOTE (Spritanium @ Nov 2 2008, 09:15 PM) | | I see your point, but you're still wasting the convenience of a little thing called organization |
hows it unorganized
EXAMPLE TIEM
code done with gml, all in the step event:
| CODE | y+=hsp x+=vsp if keyboard_check(vk_up) { vsp-=1 } if keyboard_check(vk_down) { vsp+=1 } if keyboard_check(vk_left) { hsp-=1 } if keyboard_check(vk_right) { hsp+=1 }
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same code done with events:
| CODE | [step event] x+=hsp y+=vsp [keyboard up event] vsp-=1 [keyboard down event] vsp+=1 [keyboard left event] hsp-=1 [keyboard right event] hsp+=1
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If you code correctly, gml can be just as organized as events. It's a lot harder, but much more forgiving in the long-run.
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OniLink10 |
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C++ Programmer, Unofficial Physicist, and Unofficial Chemist
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| QUOTE (Guinea @ Nov 3 2008, 01:43 AM) | If I recall correctly, the order of events is displayed in the Help File of GM, so you wasted your time. But it's nice that you have a program that provides proof. ^-^ |
Yes but I can copy and paste what it has, which doesn't have all the events...
In some situation it is important to understand the order in which Game Maker processes the events. This is as follows:
Begin step events Alarm events Keyboard, Key press, and Key release events Mouse events Normal step events (now all instances are set to their new positions) Collision events End step events Drawing events The creation, destroy, and other events are performed when the corresponding things happen.
How nice. They don't have everything.
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| QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM) | did you try hello's engine
make sure to not ****ing change anything before using it! |
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OniLink10 |
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C++ Programmer, Unofficial Physicist, and Unofficial Chemist
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| QUOTE (BurninLeo @ Nov 3 2008, 05:20 PM) | | Useful, but yeah it is in the help file. I usually try to restrict the amount of dependency I have on using step event for speed purposes. |
Again, not all of it is in the Help File. The Help File doesn't say when, specifically, the Create, Room Start, and Game Start Events occur. Ironically, Create comes before Game Start and Room Start.
This post has been edited by OniLink10 on Nov 3 2008, 07:26 PM
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| QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM) | did you try hello's engine
make sure to not ****ing change anything before using it! |
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