Zuurix

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Joined October 28, 2014
Games (5)

Sector Six Demo 0.8.3
June 11, 2016
Battle for '17
December 30, 2016
The Cursed Legion 0.1.0
March 26, 2017
Lur RPG
November 04, 2014
The Name of the Demon
October 16, 2015


GameMaker Glitch Fixing Guide
Posted on May 19, 2017 at 05:05



http://puu.sh/vUOsq/78e04d7f22.png
You broke the frontpage.
Posted by Gift of Death May 19, 2017 5:32 - 2.3 months ago
| [#01]

Awesome.
Posted by Zuurix May 19, 2017 5:47 - 2.3 months ago
| [#02]

The "persistent" property is dangerously useful.

Also wow I do not miss GM:S1 ui. It's only been a few months since I've seen it but I forgot how much nicer GMS:2 + light theme looks. I used the GM classic theme in 1.4 anyway. I have a thing for light based themes.
Posted by twisterghost May 19, 2017 7:48 - 2.3 months ago
| [#03]

Well, that wasn't very persistent glitch eheheheeh
Posted by Jani_Nykanen May 19, 2017 10:28 - 2.3 months ago
| [#04]

Instructions unclear, I accidentally turned my game into ransomware.
Posted by Aistarin May 19, 2017 10:40 - 2.3 months ago
| [#05]

Persistent objects: awesome in theory, awful in practice.
Posted by F1ak3r May 20, 2017 8:52 - 2.3 months ago
| [#06]

I actually use them in my CCG.
Run game > go to room 1 > create persistent buttons > go to room 2 > create some other persistent objects > go to main game room.

Otherwise, the main game room would be full objects and impossible to manage.
In this specific case, it's useful.

It's best to create everything from code, not room "editor", but I was too lazy to get exact positions for objects. Or to not use objects for buttons at all. if point_in_rectangle(mouse_x, mouse_y...
Posted by Zuurix May 20, 2017 12:59 - 2.3 months ago
| [#07]

Persistent objects are great for groups of rooms for games, and for controller objects.
Posted by Alert Games May 20, 2017 13:10 - 2.3 months ago
| [#08]

YMMV obviously, but I've been burnt every time I've tried to use persistent intentionally. Persistent controller objects are great until you end up with weird bugs resulting from your persistent game controller ending up in a menu room, for example.

But I think we can all agree that solid is the truly evil one of those four checkboxes. :p
Posted by F1ak3r May 21, 2017 8:36 - 2.3 months ago
| [#09]

Yeah I mean you have to be careful you code properly to handle the controller in situations with different objects in different rooms :P Not necessarily 'easy' though I'll admit.

I still stand by my opinion that if you turn on advanced mode, drag & drop should disappear and all those checkboxes that can screw things up haha.
Posted by Alert Games May 21, 2017 10:51 - 2.3 months ago
| [#10]

I use persistence for a few objects, only controllers though. There's what is effectively a pass-through room that dumps data and hud management objects into the world space, all of which are persistent.

Beyond that, buff and debuff controllers are persistent, and handle cleaning themselves up, so I don't much worry about it. Really, I get hit more from things not being persistent when I expect them to be than the other way around.

That said, 99% of my objects are not persistent.
Posted by twisterghost May 22, 2017 7:50 - 2.2 months ago
| [#11]

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