One thing :
YOU KNOW THAT MY ENGRISH IS POOR
This is for now my little devlog, where i'll write down all my new experience with GML, it's really noobish but this will help someone for sure.In fact there's 3 very little steps this time :instance_create(x+random(40),y+random(40),choose(o_debris1,o_debris2,o_debris3,o_debris4));This one create one debris for when an enemy die, it's really simple but at first didn't knew the existance of the functions "choose()"Manual ==> : choose(val1,val2,val3,…) Returns one of the arguments choosen randomly. The function can have up to 16 arguments.if timer1>6 && lvl>=1{ for (DirOffs=-6 ; DirOffs<=6 ; DirOffs+=4) { sides=instance_create(x-(DirOffs*2),y+30,obj_bullet_standard) sides.direction=(direction+90)+DirOffs; sides.speed=22; sides.image_yscale=2; sides.image_blend=c_blue; sides.friction=0.2; } timer1=0;}Again a simple thing, but i never used the "for" statement before. This one create 4 bullets going from the player. Don't have much more to say except that's really useful for any shooting game. I was helped by this exemple, pros says this exemple is poor but i don't have better for now.Depth :Depth is really important for any type of game, but there's only one way in shmup, especially manic-shooter (or danmaku in japanese), enemy bullets have to be higher than everything, we have to be able to see these at all time, next come the powerup that we better not miss and so on.
Quote: depth
-1000 obj_score, obj bomb_left…-100 obj_bullet_enemy-10 obj_powerup0 obj_enemy1, obj_enemy2, obj_enemy3…10 obj_cross //player150 obj_bullet_standard100 o_debris1, o_debris2, odebris3, o_debris4…1000 obj_star //background
Ah the newguy I saw on IRC :)
Welcome to 64digits, please enjoy your stay.Welcy-come to sixtyfourdee.
The IRC is not hosted on our server, so not down the address for when 64D dies again.I got mentioned :) But I got another way to make bullets compatible with any background (quite easy, found out while playing with vectors)
draw_primitive_begin(pr_linestrip)draw_vertex_color(x+lengthdir_x(5,direction),y+lengthdir_y(5,direction),c_white,1)draw_vertex_color(x+lengthdir_x(5,direction+180),y+lengthdir_y(5,direction+180),c_white,0)draw_primitive_end()Just place this on the draw event of any bullet, and the tail will gradually fade to become transparent, change the number 5 to determine the length, c_white for whatever color you wish, and the final arguments are for alpha values.Ohh thanks Alan, this is looking great, more conplicated than your old code but apparently better.
Got a lot to learn.Once you get the hang on GML it becomes an easy road
Learn to use var and with{} that whole instance_create should be done without the variable
As for arrays, I use them everywhere. Great for loops. Basically like v1 v2 v3 except where instead of having 3 variables you get to just use a numberMasks are pretty simple, just changes collision boundariesI'd hate to program in French. Must be a hassle for youThanks for helping serprex, i don't get all but i'll have a closer look on the manual.
Programming all in english is not really hard because the GML is in english then adding more english to it is like natural.In fact even before coming to 64D my object were already half named english half french.Hm, I liked that your background isn't static
Though you may want to check out Game Options, right now you have F1 and F5/6 onAs for the P event, you might prefer keyboard_wait()I liked how I wasn't liking the massive HP on the enemies, but then the powerup came along and solved that. Always nice when stuff fixes itself so that you notice the contrastMay I suggest that you make different attacks for holding and pressing CTRL instead of making pressing faster and holding the healthy wrist choice?Anyways, yay Touhou