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OniLink10
Posted: May 26 2009, 11:47 PM
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QUOTE (Retriever II @ May 26 2009, 09:44 PM)
You need a severe priority adjustment.

That's what I'm thinking. 30KB isn't really that much. Why am I panicking over it?

This post has been edited by OniLink10 on May 26 2009, 11:48 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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zzo38
Posted: May 27 2009, 12:01 AM
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QUOTE (Xgoff @ May 19 2009, 05:50 PM)
post what annoys you while you're programming, be it algorithms, bugs, crap you have to do all the time, crap you always forget how to do, etc.

Mostly, just the features of programming languages other than Forth are somewhat annoying to me in some cases.


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M. C. Productions
Posted: May 27 2009, 12:55 PM
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Mario series' gals = #1!
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QUOTE (Xgoff @ May 26 2009, 10:01 PM)
hey engine let's be a massive ****** and not call events for object references that are evaluated as opposed to hardcoded

you know what let's just not be nice with events period

EDIT: okay the first one is because 'other' is being assigned to the null object for whatever reason RARGH

EDIT 2: oh dicks it spontaneously fixed itself... i love it when **** intermittently works

Wait, is this in regards to the "basic" Event Editor procedure, or something advanced which still uses the Event Editor to do the job...? *draws a blank*
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Xgoff
Posted: May 27 2009, 12:57 PM
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QUOTE (M. C. Productions @ May 27 2009, 11:55 AM)
Wait, is this in regards to the "basic" Event Editor procedure, or something advanced which still uses the Event Editor to do the job...? *draws a blank*

neither

it's a custom lua event system


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(5:25:58 PM) Mikau: xgoff
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Mecha the Slag
Posted: May 27 2009, 02:02 PM
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QUOTE (M. C. Productions @ May 27 2009, 07:55 PM)
Wait, is this in regards to the "basic" Event Editor procedure, or something advanced which still uses the Event Editor to do the job...? *draws a blank*

what

there isn't a point where MMF2 doesn't use the event editor
not even when you use Lua


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Redux
Posted: May 27 2009, 05:41 PM
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not being able to figure out how something works. I like to be able to charge in and make something, but every now and then i'll get this idea and i'll try it. Bzzt, it won't work and i'll have to spend a few hours obsessing over it to get it to work. I've lost sleep over things like that, going over different lines of code in my head to get things to work.

The thing that annoys me most is waking up and finding out someone else has just done it in their spare time with ease =P


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Thingy
Posted: May 28 2009, 02:12 PM
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So long MFGG 2.0~
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Having something work perfectly, then suddenly everything does jack **** after you add one little thing.

Then when you take it out everything still refuses to do anything.


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SuperMarioMaster
Posted: May 28 2009, 02:43 PM
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It's been real
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CODE
if vspeed=0 { friction=.3 } else { friction=0 }
if keyboard_check(vk_right){ hspeed+=.2 if hspeed>3 { hspeed=3  }}
if keyboard_check(vk_left)  { hspeed-=.2  if hspeed<3 { hspeed=-3 }}

ARGH

Work darn you >:[


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M. C. Productions
Posted: Jun 9 2009, 08:06 PM
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Mario series' gals = #1!
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QUOTE (SuperMarioMaster @ May 28 2009, 02:43 PM)
CODE
if vspeed=0 { friction=.3 } else { friction=0 }
if keyboard_check(vk_right){ hspeed+=.2 if hspeed>3 { hspeed=3  }}
if keyboard_check(vk_left)  { hspeed-=.2  if hspeed<3 { hspeed=-3 }}

ARGH

Work darn you >:[

That expression ALWAYS happens to me when I do game engine work -- especially when you're trying to implement code to give players a "score bonus" at the end of the level, if you know what I mean.
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BurninLeo
Posted: Jun 12 2009, 09:12 PM
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online game coding in game maker

I mean I just...well I try and...and it just won't...

*rips hair out of skull*
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Treeki
Posted: Jun 12 2009, 09:18 PM
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I think what bugs me most is (although it's not game related) the typical "filler code" for interface apps. Stuff like handling saving properly (with a "Do you want to save?" dialog box when you close the window), undo/redo and so on.

I'm sure there's more but I can't really think of anything else right now.


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M. C. Productions
Posted: Jun 26 2009, 01:45 AM
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Mario series' gals = #1!
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Okay, these two things are making me mad right now -- because I just started on the Stage 2 set of one of my fangame projects (which I hope to announce by the end of this week) -- why is it that The Games Factory --

(1) makes the screen shake (since I'm trying to start scrolling levels) after my main character flashes (during when the character is invulnerable/injured)... and...
(2) when my character gets KO'd and is out of the playfield -- the TGF has the nerve to go to the end of current stage... >_>

I've had the engine coding right ever since I ever BEGUN developing this game -- SO WHAT ELSE DOES THIS DANG THING WANT FROM ME?!?!?!?!?!!?!?!?!?!

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Xgoff
Posted: Jul 15 2009, 05:23 PM
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hey textures it would be nice if you showed up

love xgoff

EDIT: nvm they work now

even though i'm probably doing the index numbers wrong

This post has been edited by Xgoff on Jul 15 2009, 05:36 PM


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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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RetroXYZ
Posted: Jul 15 2009, 05:30 PM
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Zero Kirby
Posted: Jul 15 2009, 05:33 PM
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I hate working with object masks sometimes

Because then it can be awfully hard to tell if you're screwing up the masks or the coding at times

Especially when you have two identical objects with the same masks and one works fine and the other works not fine

This post has been edited by Zero Kirby on Jul 15 2009, 05:33 PM


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Ianprime0509
Posted: Jul 15 2009, 05:57 PM
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I HATE this stupid collision event:

CODE
Collision Event with object obj_block:
if dead is equal to 0
     move in direction direction at most 12 till a contact with solid objects
     set the vertical speed to 0


Everything else works fine, but this stupid event won't let me fall through if I'm dead. I don't know what's wrong; I deleted the event and I fell through, I made sure(with debug mode) that dead was set to 1, and it still doesn't work.


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Xgoff
Posted: Jul 15 2009, 06:44 PM
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okay so apparently i can get only one texture to work

WHYYY


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Retriever II
Posted: Jul 15 2009, 07:09 PM
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Iunno check my example file I used 2 textures.


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Xgoff
Posted: Jul 15 2009, 07:11 PM
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QUOTE (Retriever II @ Jul 15 2009, 06:09 PM)
Iunno check my example file I used 2 textures.

where's that

the only xlua luagl example i have is just for the basic quad with the four different vertex colors


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
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QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Retriever II
Posted: Jul 15 2009, 07:16 PM
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the latest XLua release has a beefed up example.


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