#GAME MAKER STUDIO 2 SCRIPTS CODE#
Heck, the fact that we can make this code shows that Yoyo games could easilly impliment this code into the language. Again, none of this would be necessary if we just had a function that allowed us to pause one event on one sprite for a certain number of frames. This is unnesicarilly more complex than it has to be. So if you already have alot of code in your step event, this only overcomplicates things even more.Īnd even if this weren't true, why does it matter? You wouldn't need to set another variable, and a line of code to check the value of that variable.
![game maker studio 2 scripts game maker studio 2 scripts](https://www.portalprogramas.com/imagenes/programas/en/271/4271_2.jpg)
And again,you can only have one step event. If I wanted something like this to happen, say, when a key was pressed once, I'd have to put it in a step event, since if I didn't, the action would only occur on the frame the button is pressed.
![game maker studio 2 scripts game maker studio 2 scripts](https://i.ytimg.com/vi/LJj2QNgrCU0/maxresdefault.jpg)
Originally posted by thepicausno:Step events are the only events that occur every frame. Step events are the only events that occur every frame. As long as you use the same variable, it will work across all events and objects that check that value. Make a global variable for pause and wrap any code you want in a conditional that checks if pause is set to True. Originally posted by Thew:A pause like this could work in any and all events. And because of this, making the games I want to make will now be unecissarilly more complicated, difficult, and overbearing. In whatever fashion this engine was made, I cannot think of a single reason why they couldn't add a wait script in. Apparently the old script paused the whole game and really bothered certain OSes, but one, Why can't you just make it pause the current script, like ALMOST EVERY OTHER ENGINE IN EXISTANCE, and two, if your program is messing with OSs just by pausing, youre really bad at coding pauses. A wait script would simplify this whole process, but from what I read, Yoyo games is just too inept to be able to do that, despite the fact that I can't think of another coding language that did this. I just want to be able to pause a "Alarm OFF" event, because otherwise "Repeat" scripts just repeat the code however many times I set it to loop in one frame. field access.I need to be able to pause a specific script for a certain number of frames, but there seems to be no way of doing that in GMS2 without a step event and way too much coding. Since GML is still a dynamic language, if you know that there is a variable of kind on an instance, you can read it from anywhere via direct. However, YoYo Games had made a fairly reasonable decision of not writing a GML->JavaScript compiler (or interpreter) in JS itself, which meant that the interpreter-related functions had to go, variable_ functions included.Īnd so it would have seemed like this functionality is now gone for good. GM:S brought nearly countless additions to GameMaker, including compilation to JS for making HTML5 games with the program.
#GAME MAKER STUDIO 2 SCRIPTS WINDOWS#
Older versions of GameMaker only ran in interpreted mode on Windows and had a set of variable_local_ and variable_global_ functions, which could be used to variously work with local (instance) and global variables accordingly. Obviously, there are also valid use cases, which is why this post was written.
![game maker studio 2 scripts game maker studio 2 scripts](https://www.linuxadictos.com/wp-content/uploads/gamemaker-studio.jpg)
or reconsider if and why do you need to do that at all. If you intend to make "a reference" to a variable, you could either wrap it into a 1-element array. names input by user), you might want ot use ds_maps instead. If you intend to add/manipulate entirely arbitrary variables (e.g. If your variables of interest end in numbers ( v1, v2. This is an average-length post covering the aspects of reading/writing variables by their name (as string) in each version of GameMaker.īefore we start, consider the following: do you really need to access variables by names? Since the entire concept is part of reflection, it isn't the fastest, and neither something that you should do often.