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TheUnnamable

Member Since 20 Aug 2009
Offline Last Active Yesterday, 05:50 AM

Posts I've Made

In Topic: How to import animations from commercial models (FBX, X) into Blender

22 June 2016 - 06:28 AM

I'd suggest looking into Milkshape3D. It has a free version, and support for a huge amount of formats, but maybe you could have some luck with the other formats you can download your assets in.


In Topic: Code vs. drag and drop in Game Maker

02 June 2016 - 05:04 AM

Firstly, how experienced are you with Game Maker?

The tutorials hopefully tell you what each piece of code is doing, so you can recreate it with dnd. After googling around a bit, I've found an excellent reference. Unfortunately, this converts dnd to code, not the other way around, that would be a tremendous amount of work. However, if you skim the pdf, it should be manageable.

My search query was "game maker drag and drop to gml", in case you'd like to find more.
As for functionality, most 2D games without too much logic going on can be done with dnd. Think of platformers, schmups, racing games, top-down shooters, etc. In theory, even more advanced games can be done, like RTSes, but the dnd would be too verbose for that I think. Try to stay away from complex AI and algorithms, and you should be fine.


In Topic: "check before flight" list - for OpenGL

26 February 2016 - 03:44 PM

-Are your matrices correctly set? ( world, view, and most importantly, projection)

 

Edit: Also, if I'm unsure if things are working, I usually change the clear color from frame to frame. That way I know that the window and the context is working, and the draw calls are actually happening. This can also show that buffers are swapped if necessary.


In Topic: Criticism of C++

04 January 2016 - 06:50 AM

 

"You cannot print enum values": by writing the enum with clever macros and templates you can (any particularly good example to recommend?)

Here's one.


In Topic: [GMS] Need help with overlapping sprites

30 December 2015 - 10:54 AM

If those sprites are two different objects, just set their depths. The lower the value, the "higher up" the sprite will be. 


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