KING OF GAMES'S PROFILE
I'm a young fool and I make games via RM. I enjoy game mechanics and theories, especially new graphical experiments. I'm a master chip splicer and I draw my own resources as well. Teaching myself how to digitally paint via PS, after pixeling for several years.
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Commercial games are not allowed on RMN
This is very dumb. Ideally this site should be used as a stepping stone for creating commercial games. It should support/encourage/facilitate successful developers to take the next step and actually get paid for something they're good at so it can be properly valued.
I believe in freeware and free games as much as anyone else on this site, but people seem to throw up their arms every time money comes up as if it's insane to spend more than $1 on anything.
If a developer decides to go commercial, that is their decision, and yes they can do their own thing, but the RM community is a viable platform for support, and this site, as a main staple of the RM community, should not stifle that effort, but celebrate it.
Although I think if the site did allow for commercial games, it would have to fall under copyright laws, ie no rips! Everything custom/freeware resources etc.
I believe in freeware and free games as much as anyone else on this site, but people seem to throw up their arms every time money comes up as if it's insane to spend more than $1 on anything.
If a developer decides to go commercial, that is their decision, and yes they can do their own thing, but the RM community is a viable platform for support, and this site, as a main staple of the RM community, should not stifle that effort, but celebrate it.
Although I think if the site did allow for commercial games, it would have to fall under copyright laws, ie no rips! Everything custom/freeware resources etc.
Minesweeper Flags
I got it working! I did the trading method that you suggested earlier with separate flag events. Probably could have made it more efficient with pointers but as long as it works I can sleep easy. Finally made use of the "trade 2 event locations" command. Thanks for saving my hide again, Kazesui. Also was that trading method a variation of fisher-yates algorithm?
And for the sake of hypothetical theory about the switch method, do you mean each event would be called to check if it's switch was on and then change the pointer value depending on that?
And for the sake of hypothetical theory about the switch method, do you mean each event would be called to check if it's switch was on and then change the pointer value depending on that?
Panorama Size
Multiply the X and Y by 16 to get the pixel dimensions. Then make the pano the same size if you want to see it in your map in the editor. Otherwise, you'll still see it in game, you just won't get the preview in editor.
For a 25x50 map, it would have to be 400 by 800. If a pano is too big, you can always manually import it as well, by pasting it in the panorama folder in the project's folder in the directory.
For a 25x50 map, it would have to be 400 by 800. If a pano is too big, you can always manually import it as well, by pasting it in the panorama folder in the project's folder in the directory.
Minesweeper Flags
You're right in that I don't need to store the flag coords. So to do the switch method, I would have to trace the cursor movement with a switch pointer? So if the cursor starts, on a 5x5 grid to the topmost leftmost cell, the pointer is set to to that switch number, so it would be set to 1, since it's the first cell, the added to or subtracted to depending on where the cursor is so that it is synced.
Or am I calling the event ID of the event under the cursor when shift is pressed, and then turning on a flag switch (1-25) depending on that ID? So if ID is 25, then turn on the 25th switch, which puts a flag on that 25th cell.
Or am I calling the event ID of the event under the cursor when shift is pressed, and then turning on a flag switch (1-25) depending on that ID? So if ID is 25, then turn on the 25th switch, which puts a flag on that 25th cell.
Minesweeper Flags
Well, the way it's setup is that any cell can be flagged, so I have events with 4 pages. 1st page changes "this event" graphic to flag, the 4th page changes "this event" to normal tile. Page 2 and 3 are for bomb or normal cell. The main process stores the event ID of the tile below the cursor and then calls that event by setting page ID to whatever's necessary.
I could set it up with separate flag events that set to the cursor's position when you turn them on, and then follow the method outlined above.
Maybe this is misunderstanding but I don't see the point of intertwining pointers with the event ID to store the coords. Is this just for the sake of efficiency?
I could set it up with separate flag events that set to the cursor's position when you turn them on, and then follow the method outlined above.
Maybe this is misunderstanding but I don't see the point of intertwining pointers with the event ID to store the coords. Is this just for the sake of efficiency?
Minesweeper Flags
Brilliant concept. I just have to translate it into code. So basically, for this example:
-branch if switch to erase flag 2 is on and shift is pressed
-branch if counter is 5
--set vars flag 5 X and Y to flag 2 X and Y
--set vars flag 2 X and Y to flag 5 X and Y
--erase flag 5
--counter +1
Wouldn't a lot of branches be needed to determine which flag is getting switched with which?
-branch if switch to erase flag 2 is on and shift is pressed
-branch if counter is 5
--set vars flag 5 X and Y to flag 2 X and Y
--set vars flag 2 X and Y to flag 5 X and Y
--erase flag 5
--counter +1
Wouldn't a lot of branches be needed to determine which flag is getting switched with which?
Minesweeper Flags
Yeah I can do that, it's basically what I was doing, just combining them into one branch with an else case instead of 2 separate branches. Not sure if that will change much, but will try.
Also separate events for each key? How inefficient.
EDIT: As expected, it yields the same results, because it only reorganizes the code but doesn't change/fix the problem.
Also separate events for each key? How inefficient.
EDIT: As expected, it yields the same results, because it only reorganizes the code but doesn't change/fix the problem.
Minesweeper Flags
Here is ze code:
But with 4 more cases on either side for all 5 flags, this shows only 1 flag for the sake of simplicity.
This is run on a pp event that deals with all the other button presses too.
But with 4 more cases on either side for all 5 flags, this shows only 1 flag for the sake of simplicity.
This is run on a pp event that deals with all the other button presses too.
Minesweeper Flags
You're right in that I was probably over thinking my solution. Solution 1 does work to some extent, but sometimes you'll have to press shift multiple times to make a flag, and sometimes the same problem occurs of not being able to place a flag despite having flags left on the counter.