If you are getting that error, it would be wise to make a variable for the room length. Like:
int tilelength = 5;
It’s much easier to understand once you reach this stage:
for(i = 0;i = tilelength;i++)
Than this:
for(i = 0;i = 5;i++)
I’m not saying u sux at programming lolz! I just hate it when some idiot writes a C++ book and include NO COMMENTS WHATSOEVER IN HIS EXAMPLES. ZOMGZERZ!
No that was not the problem but thanks for trying.
Here’s what was wrong
6x6 map
mm_tile[0,0] through mm_tile[5,5] where set
//code…draws 3x3 portion of the map
for (tile_x=global.abs_x; tile_x>global.abs_x+3; tile_x+=1){
for (tile_y=global.abs_y; tile_x>global.abs_y+3; tile_y+=1){
the problem occurred when the code that finds global.abs_x & y calculated that the player was in mm_tile[6,0] which did not exist. I check the room and I had made it too long for the set map to read it so I reduced it to the proper length and all is now well .
UPDATE.
If you don’t see a demo by the end of Wednesday you may not see one for a while.
Reason? Gamemaker 7.0 is gonna be released then and I’m gonna want to convert everything to the new code. <)
Moving slower when going backwards is realistic, but it gets in the way of gameplay, especially when you’re near the edge of a map when the camera and mouse don’t move but Samus does.
However, that boss is awesome, the special effects are great, scanning is very comfortable and easy, the graphics are great, etc. I really enjoyed playing through it. Thrice.
There are a lot of small glitches and things, though. Like, rapid fire missiles can be done in the same way as Prime, there are sound errors if you switch to missiles while charging, you can bypass that scan point block device by stepping on it and pressing down, moving platforms freeze in place sometimes if you morph and stuff, bottomless pits will teleport you to the other side sometimes when you haven’t even reached the other side, the morph ball trail will follow you when you teleport from the bottom to the top, enemies seem to stick to you with their movements and you can’t fire at them and they’re annoying to shake off, once you scan something it’s stored in your logbook every time you play from then on, etc.
i agree about the movement thing, i was going to do the same thing myself, but decided against it (i want to make mine more fast paced than other metroid games). if you do want to make it slower, you should make running both ways faster, so that while there is slowdown, it does less to hinder the person playing than to simply be something extra.
yea most of the bugs you guy mentioned I’ve seen before. The scanning thing is new though. It used to store in the logbook but now it doesnt. I think I’ll speed up the backwards running but it wont be as fast as running forward. Fare enough? Some of the bugs I just got too burned out to mess with anymore so I moved on and forgot about them. Well, heres the plan. I’m gonna fix all teh bugs, add more features, update the backgrounds and tiles and release build 2 in a couple of weeks. Sound good?
Changing sounds…oh brother, I’ve messed with that too much. I mean, I got to go through 147 lines of code that are involved with fire control. I guess if I down a few more STFU commands in it, it might work >_>
lol I just finished screwing with the scan codes and they now readcr[0,1]=New Addition to Logbook# Creature:`Thingus 2` # Morphology: Does diffrent Stuff. HP=50 at full health. Use missiles#. (space)
cr[1,1]=New Addition to Logbook# Creature:`Thingus 3` # Morphology: Does other stuff. HP=20, but must be hit with a weapon with 20 or greater DP to damage. A missile or charged beam will do. Use Missiles. #(space)
cr[2,1]=New Addition to Logbook# Creature:`Thingus 1' #Morphology: Does Stuff #(space)
just thought I’d throw that out there in case anyone else wants to make fun of the enemies.
and i fixed the glitch i mentioned earlier, but that’s less relevant and I am happy to report that I haven’t encountered many bugs in my 5 play throughs