Game maker 8 pro tutorials
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I've seen a lot of this since the Humble Bundle deal. And at best, include the project file if you feel comfortable with others digging through your code. Make sure to copy&paste the code, a screenshot will let us see it, but won't allow anyone to easily test it.
#GAME MAKER 8 PRO TUTORIALS CODE#
Remember, when asking for help, it's best to include the specific code you are having issues with.
#GAME MAKER 8 PRO TUTORIALS HOW TO#
Sometimes it takes someone else looking at your code to spot the problem, give you a faster and cleaner way to write, or just figure out how to do something. Never be afraid to ask for help with whatever issues you are having. It is great practice to make your own backups elsewhere. One major habit everyone needs to get into is backing up your project files! While GM:S will make backups for you, up to 15. If you are new to coding, here is a topic made a while ago with some great tips on making your coding adventures go more smoothly. But to truly learn how to code yourself and understand what you are coding, you need to take what you learn in tutorials and implement it in your own unique way. Anyone can copy someone elses code with ease. While tutorials are great and can help you out a lot, they are not a replacement for learning how to code. The code at the heart of this is quite simple.Vlambeer's Art of Screenshake Juice it or lose it Why your death animation sucks Collision Functions It will help you understand how the demo works. If you’ve never used them before, take a moment to read up on them. In GameMaker, stacks are created by ds_stack functions. This is very simple to do, and therefore very fast. The stack gives us an easy way to keep track of the id of all of our deactivated instances, and when we need to activate one, we just pop it off the top of the stack. This is what’s known as Last In, First Out, or LIFO data access. If someone orders a pancake, you take the top one off of the stack, and give it to them. The stack gets bigger as you add more pancakes to it. Stacks are elementary data structures in computer science. The most efficient way to create and manage our pool is with a stack. Then, when a new instance is needed, we first check the pool to see if an already-created but inactive instance exists, and if so, we remove it from the pool, activate it, and re-use it. We add the id of all deactivated instances to our Pool. This is done by deactivating the instance rather than destroying it. The way we achieve this goal is by re-using already-existing instances of the object. Instance Pooling is particularly beneficial when the object in the pool is somewhat “heavy” - that is when the Create or Destroy events cause a lot of processing to happen. A good candidate for objects to use Instance Pooling with would be bullets, bonuses, and enemies. The goal is to minimize the amount of times we create new instances of some object in large numbers during the game. The basic concept of the Instance Pool pattern is simple. This makes it easy to modify the project for your own use, and get rid of the telemetry code entirely if you don’t need to quantify runtime performance, and only want the code that actually implements the Instance Pool pattern.
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In the GMS1.4 version of the project, all of the telemetry code is neatly separated from the demo code into its own Execute Code action. I have included telemetry code, which tracks the FPS of the game while it runs, so that performance is quantifiable. Looking at the project code, you will see that I have used inheritance to make the Control and Instance Pool test implementations as close to identical as possible.
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The GMS2 demo is an import of the 1.4 demo, cleaned up to remove the Compatibility scripts. Why destroy the instances that need to be destroyed when instead you can re-use them, and avoid having to call the Create event on a New instance every time you need one? The Code Creating instances and destroying others constantly seems wasteful. If your program is spawning and destroying objects very frequently, calling the Create and Destroy Events many times per step, it’s potentially a lot of extra processing. Instance pooling is a design pattern which can potentially help performance in games where you are creating and destroying a lot of instances.