*COZ* Pfc315 4 oct 2012 à 11h42
Tutorial 2 Particales: Code
Well on page 2 of the tutorial it says to Create a new object and assign it the button sprite indexed as "spr_Button_BuiltIn" and name the object itself "obj_Button_Builtin", then add a Create Event and in it place the following code:

Well I did everything right up to createing the event but im not sure how to put the code in where am I suposed to place? Or do I have to make a action???
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M.S.T.O.P. 4 oct 2012 à 12h43 
There is an action called "Execute Code". It's in the Control tab, under the "Code" section and looks like a white sheet of paper.
*COZ* Pfc315 4 oct 2012 à 13h27 
Thank you the tutorial wasn't being that clear. but im still having problems because this tutorial sucks. any know of any videos on this tutorial?
MattchuDeePorkupineh 4 oct 2012 à 13h48 
With the exception of a few deprecated functions, most GM8 and GM8.1 video tutorials on Youtube should be more or less compatible with GMS, so if you need a video tutorial that's similar to that one, but maybe not exactly the same, check Youtube for similar ones for GM8/8.1.

There is quite a bit of new stuff in GMS that won't be covered, but it should teach you GML well enough to manage on just using the help file's documentation.
*COZ* Pfc315 4 oct 2012 à 14h25 
Ya it just seems that this tutorial is very vague.
MattchuDeePorkupineh 4 oct 2012 à 14h38 
It might be.

But yeah, search Youtube. Should be easy to find something.
Dernière modification de MattchuDeePorkupineh; 4 oct 2012 à 14h38
*COZ* Pfc315 4 oct 2012 à 17h00 
Ok so here is the problem so you know where im stuck. This where im at in the tutorial 2 particles.

The code above that we place in this alarm will be used to reset the image index (current sub-image chosen) of the sprite to 0, and in this way we can create a "hover" and "pressed" state, then set this alarm to reset the button back to a "normal" state. This will be done by the following code, which is where we check the mouse position, check to see if the mouse has been pressed, and then create the firework object itself:



if instance_position(mouse_x, mouse_y, id)
{
if image_index < 2
{
image_index = 1;
if mouse_check_button_pressed(mb_left)
{
alarm[0] = room_speed / 2;
image_index = 2;
instance_create(random(room_width), 400, obj_BuiltIn_Firework);
}
}
}
else
{
if image_index < 2
{
image_index =0;
}
}


So, that code will check to see if the mouse position coincides with the button mask, and if it does it checks the current button image_index and sets it to "hover" state if it has not been pressed. It then detects any mouse presses and if there is one, it sets the image-index to 2 ("pressed" state"), sets alarm[0] to reset the state which permits it to be pressed again, and creates an instance of the object "obj_BuiltIn_Firework" at a random position along the x-axis.


I can not figure out where to put that code when i run the game it launches 1 firework off to the right without me doing anything. but i also have zero effect on anything in the game.

PS: This is on page 2 of the tutorial.


EDIT: The code did not paste like it looks in my game.
Dernière modification de *COZ* Pfc315; 4 oct 2012 à 17h01
MattchuDeePorkupineh 4 oct 2012 à 17h04 
Since that has "if mouse_check_button_pressed", I'd assume that it should go into the step event of the appropriate object.

Just checked the tutorial and even though it doesn't explicitly say it, I'd assume you put it in obj_BuiltIn_Firework's Step event.
*COZ* Pfc315 4 oct 2012 à 17h40 
In what event though because I think there is suposed to be 4 events in obj_BulitIn_Firework
MattchuDeePorkupineh 4 oct 2012 à 19h02 
The Step event, hence "I'd assume it should go into the step event of the appropriate object."
*COZ* Pfc315 4 oct 2012 à 19h40 
I sent you a friend request if you could add me mattchu it would be alot easier to do this.
*COZ* Pfc315 4 oct 2012 à 20h12 
Got it dont use alram for builtin button use step and place the code in there.
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