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> Game Maker Engines, One you've always wanted...
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Razz
Posted: Mar 12 2009, 07:36 PM
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well first of all, you don't use semicolons.


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kremling
Posted: Mar 12 2009, 08:00 PM
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QUOTE (Razz @ Mar 12 2009, 07:36 PM)
well first of all, you don't use semicolons.

wow...


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Gun Guy
Posted: Mar 13 2009, 04:41 PM
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I would like a Lemming engine cause platforms are way too big,hard and mean.
Also I just love lemming things.


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Wolfgator
Posted: Mar 13 2009, 05:44 PM
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Yeah!
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QUOTE (Gun Guy @ Mar 13 2009, 04:41 PM)
I would like a Lemming engine cause platforms are way too big,hard and mean.
Also I just love lemming things.

nod.gif


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Gun Guy
  Posted: Mar 13 2009, 06:06 PM
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QUOTE (Wolfgator @ Mar 13 2009, 05:44 PM)
nod.gif

What is so funny.

Edit oh you are agreeing with me okay.



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This post has been edited by Gun Guy on Mar 13 2009, 06:08 PM


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Baroque
Posted: Mar 13 2009, 07:55 PM
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QUOTE (Razz @ Mar 12 2009, 01:19 AM)
your coding is so messy it's not even funny.

You're kidding, right? It's fine and perfectly legible. The semicolons are optional, but they'd be good practice. It's certainly not "OH MY GOD THAT IS NOT EVEN FUNNY."

The messiness is in code efficiency, not in format.

Here is my optimization, which improves performance as well as format:

CODE
// This can be used as a script
// Or copied into the sprite's Step condition.

// Example By [[[--___-Kremling-___--]]], hope this helped : )
//      Formatted / optimized by Baroque



// Variables for Movement
var l,r;                            // Definition

l = keyboard_check(vk_left);
r = keyboard_check(vk_right);
lr = keyboard_check_released(vk_left);
rr = keyboard_check_released(vk_right);

// Movement Code
// If there were a momentum variable, this would be more efficient ...
// But this is an animation tutorial, not an engine tutorial.

self.move = 0;                      // This will stay 0 if there's no input.
if (l && !r) {                      // Left, but not right
  x-=4;
  self.move = 1;                   // Now moving; checks for this later
} else if (r && !l){                // Right, but not left
  x+=4;
  self.move = 1;                   // Now moving; checks for this later
}

// Image Animation Code

// image_index and image_speed are built-in variables.
// image_index is the number of the subsprite contained in the current Sprite.
// image_speed is how quickly GameMaker animates this Sprite.
// Both may be set directly without apparent incident.

if (self.move){                     // If moving
   image_speed = 0.3;              // Image will animate
} else {                            // Otherwise
   image_speed = 0;                // Stop animation
   image_index = 0;                // And reset it to standing frame
}

if (l && !r) {                      // Left, and not right
   image_xscale = -1;              // Faces left
}

if (r && !l) {                      // Right, and not left
   image_xscale = 1;               // Faces right
}

if (self.move && image_index >= 2) {             // While moving, sprite has reached maximal frame
   image_index = 0;                // Restart animation
}


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QUOTE (Ryo)
its the correct form of to.........lemme run it down for ya

to is used when your talking about the number. good way to remember this: to has to letters

too is used when your talkin about actions in stuff.

two is used when your talking about places and locations
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blackcat12
Posted: Mar 14 2009, 01:42 AM
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One GM engine that I've always been after is a beat-em-up engine. It would be cool to have a small beat-em-up engine that lets you punch and kick enemies to send them flying, while retaining your momentum as you move across the screen. (Think a simplified version of Astro Boy: Omega Factor) Hope that's not too much to ask! (If it is, feel free to tone it down a bit)


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