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PostPosted: Thu Sep 15, 2005 10:43 pm
by Fuzzy
I'd like to see negative values be possible for velocity in MoveTo.... it would make it simple to have an actor run away from a certain point, or to make an object float.

Its also quite unlikely that with the size of an integer that we would ever need the full range being positive.

PostPosted: Thu Sep 15, 2005 10:51 pm
by Game A Gogo
That would serve to nothing...

cause the velocity is like the Directional_velocity in the script editor.
what you want to make will just make it so it dont move like it was 0.

if you want to make the object to float, put a path.
and for the "run away", just set the position value to negative (I.e. 130 would be -130)

maybe im not understanding what your are saying, if so pardon me.

PostPosted: Fri Sep 16, 2005 1:12 am
by Fuzzy
Yeah, directional_velocity works with negatives... I tried it last night.

MoveTo uses velocity like a step size, but only with positive numbers.

If my actor is at -130,-130 and wants to go to 0,0. if he has a velocity of 1, in the next frame draw, he will be at -129,-130 or maybe -129,-129. If he is at 130,130 and heads towards 0,0, the velocity is converted to a negative, in Makslanes code, and he takes a step towards 0,0.

Somewhere in that code is an check to see if Velocity is positive that doesnt need to be there.

If the number is allowed to be positive or negative, we can simulate things like a man pushing against wind. The wind would have a force(just a global var) and the man would have a moveto velocity. The two numbers would be added, and the average would push the man in the direction of the greater force.

It brings to mind the gravity issue that came up as well. you could have two forces acting on a spaceship orbiting a planet; one would be the gravity, and the other would be the ship engines holding it in orbit.

I think MoveTo just overrides the actors Directional_velocity, and the problem is just when you fill in the boxes initially. I will check it out when i get home.

PostPosted: Fri Sep 16, 2005 1:55 am
by BeyondtheTech
I tried a negative directional velocity and found out that it actually turns into a positive velocity but sets the angle to 180 minus the original angle.

I wanted the Battlestar to go "full reverse" and it instantly flipped in the other direction!

I was thinking of setting a separate angle variable that wouldn't get affected, but figured there weren't too many reasons to pull a "full reverse."

PostPosted: Sun Sep 18, 2005 10:41 pm
by Fuzzy
A great Request! Here is something that trillions of GE users would probably use....

Make it so that Cavas actors can be changed into regular actors: this would cut down the overhead needed to control the individual pixels of the canvas, and allow great compression of games, because graphics could be created algorithymically.

I am currently experimenting with the use of PPM/PAM graphics formats, so that graphics may be loaded at runtime, and/or drawn and written within a game.

here is the specification for you all..
http://netpbm.sourceforge.net/doc/pam.html

PostPosted: Mon Nov 07, 2005 8:22 pm
by Murd-Machine[_]
As for me I would prefer 2 see in GE more tutorials. :lol:
Not just because I'm lame. For instance my friend has lack of knowledge just to figure out smth without my help... Also he's bad in english, but I wish 2 work with him.
Also it would be excelent to make more friendly interface & bluetooth support.

PostPosted: Mon Nov 07, 2005 8:49 pm
by BeyondtheTech
I could really use scaling of actors right about now. There's so much that can be done when the image of the actor can be resized dynamically. Even if it's proportional only, I'd appreciate that.

It would be the start of some pseudo-3D games from Game Editor!

PostPosted: Mon Nov 07, 2005 8:50 pm
by Murd-Machine[_]
Also I wish to add my request personaly for Makslane:
I believe U should put all GE power on mobile platforms like PPC and Palm! Making PC games are not so perspective, so I wish not to see in future versions Win32 or Linux exucutable support... :wink: Don't get annoyed, but for these purposes I find GameMaker much more efficient.
But my choise is PPC, so GE. I wish u be more concentrated on pocket then PC :roll:
All the best
Murd-Machine[_]

PostPosted: Mon Nov 07, 2005 9:28 pm
by Joshua Worth
GM is a different product, GE is great for making games for all sorts of platforms. The whole idea is to get ahead of other products, so you get more people, and I havent seen any other game editor as great as this one for linux. GE makes i386 files, so they'll work on pretty much ANY Linux system.

PostPosted: Mon Dec 05, 2005 7:57 pm
by NyahKitty
When I make an actor who has very many events of the same kind, like 5 [destroy actor-create actor] events in the same actor.... it would be very helpful to be able to edit the title of each event.

Right now, all I can see is this:

destroy actor
-create actor
-create actor
-create actor
-create actor
-create actor

It would be great to be able to edit text so I can see this instead:

-create actor: electrical_arc
-create actor: flying_debris
-create actor: explosion
-create actor: shockwave
-create actor: flying_body_parts

If you could do that, it would really help.
It would be even better if I could be able to edit the order that the events display in the list. So to be able to change this:

-create actor: electrical_arc
-create actor: flying_debris
-create actor: explosion

To this:

-create actor: explosion
-create actor: electrical_arc
-create actor: flying_debris

This does not change the function of the actor, it only helps me to keep my events organized, easy to find.

Also, if you could allow spaces in the name of an actor, that would be great. So intead of:

electrical_arc

Have it like this:

electrical arc

Another thing.... this might have been mentioned before:
I would like to be able to edit the name of my actor after the actor has been created.
Right now, the actor's name given to it when it was created, this is the name it will have forever.

My last feature request is that the release date of the next version of GE be within the next few months. :D

Thanks!

PostPosted: Thu Dec 08, 2005 10:26 am
by Novice
Dont know if anyone asked for this but GE needs actor export. So you can take any actor and save it in a single file and merge it with any of your projects.

PostPosted: Thu Dec 08, 2005 2:46 pm
by StarFishDesign
NyahKitty wrote:When I make an actor who has very many events of the same kind, like 5 [destroy actor-create actor] events in the same actor.... it would be very helpful to be able to edit the title of each event.

Right now, all I can see is this:

destroy actor
-create actor
-create actor
-create actor
-create actor
-create actor

It would be great to be able to edit text so I can see this instead:

-create actor: electrical_arc
-create actor: flying_debris
-create actor: explosion
-create actor: shockwave
-create actor: flying_body_parts

If you could do that, it would really help.
It would be even better if I could be able to edit the order that the events display in the list. So to be able to change this:

-create actor: electrical_arc
-create actor: flying_debris
-create actor: explosion

To this:

-create actor: explosion
-create actor: electrical_arc
-create actor: flying_debris

....


YES, that would be very cool and comfortable !

PostPosted: Tue Jan 24, 2006 10:49 am
by DilloDude
I would like to have a separate event for mouse button down/up on: so you can have an event for when you click on an actor, and a separate one for when you want to be able to click anywhare, using it like a key down/up event.

PostPosted: Thu Jan 26, 2006 8:59 pm
by DilloDude
I was thinking about that, and to simplify it, you could have one event for each as normal (mouse button up and mouse button down), but you click it, when it pops up the box asking which button, there is also a menu to select where you want to to recieve the event. (ie. on actor, off actor or anywhere.)

PostPosted: Sat Jan 28, 2006 7:07 pm
by Novice
Function:
Code: Select all
ChangeRes(640,480);
ChangeRes(800,600);
...

and
Code: Select all
SreenMode(FULL);
SreenMode(WINDOW);