DS Game Maker 4.6

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Re: DS Game Maker 4.6

Postby AlceX » Fri Mar 12, 2010 6:31 pm

It isn't that bad. The views helped me with me Santa game.
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Re: DS Game Maker 4.6

Postby Eldude » Fri Mar 12, 2010 6:33 pm

AlceX wrote:It isn't that bad. The views helped me with me Santa game.


Even thou you won, the game was terrible.
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Re: DS Game Maker 4.6

Postby AlceX » Fri Mar 12, 2010 7:03 pm

What did you not like about it?
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Re: DS Game Maker 4.6

Postby metalkakkarot » Fri Mar 12, 2010 11:23 pm

you should do an 'easter' competition
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Re: DS Game Maker 4.6

Postby jpoopdog » Sat Mar 13, 2010 6:56 am

Just make the views system optional as a checkbox in game options like the gh or load save functions.

Otherwise a simple activate/deactivate views action would be alright.

No need to scrap anything
If it has four legs and is not a chair,
has wings and is not an airplane,
or swims and is not a submarine,
the Cantonese will eat it."

prince philip.

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Re: DS Game Maker 4.6

Postby godslayer500 » Sat Mar 13, 2010 1:12 pm

I found another bug: If you use set screen brightness and set the amount higher or lower as 0 it works, but if you change room it go back to normal (0).
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Re: DS Game Maker 4.6

Postby AlceX » Sat Mar 13, 2010 2:20 pm

I don't think it's a bug. It's just the way it works, I guess.
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Re: DS Game Maker 4.6

Postby godslayer500 » Sat Mar 13, 2010 2:22 pm

In 4.5 did it still work when you changed room. So I just downloaded 4.5 and I'm going to wait till all bugs are out of 4.6.
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Re: DS Game Maker 4.6

Postby Metatarsals » Sat Mar 13, 2010 7:11 pm

Any chance the palette sharing can be controlled/fixed/switched off?
This has become a growing problem on most projects as the number of sprites rise. If not, any way I can get a link to an earlier version of DSGM that did not include this?
I am aware of Eldude's suggestion of every other sprite in the strip being a solid colour but this is highly inefficient use of graphics and many of my sprite strips for characters etc are over 30 sprites long
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Re: DS Game Maker 4.6

Postby godslayer500 » Sat Mar 13, 2010 7:58 pm

Here's a link to download all other versions: http://www.dsgamemaker.com/downloads/
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Re: DS Game Maker 4.6

Postby Eldude » Sat Mar 13, 2010 8:32 pm

Metatarsals wrote:I am aware of Eldude's suggestion of every other sprite in the strip being a solid colour


This is not what I said.

Every second sprite resource.
So sprite 1 is a strip with 30 frames etc.
Sprite 2 is just a sprite with 1 colour.
Sprite 3 is a strip again
Sprite 4 is 1 solid colour.
If you do not like my post, PM me to let me know and I will edit it.
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Re: DS Game Maker 4.6

Postby Metatarsals » Sat Mar 13, 2010 8:39 pm

Still awkward, but so much less so! Hope something is done about this in a not-so-distant release. Thanks Eldude, and pardon my misunderstanding
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Re: DS Game Maker 4.6

Postby Eldude » Sat Mar 13, 2010 8:48 pm

This palette sharing was introduced so that you could load in 32 sprites instead of 16.....
With the strips I make I barley ever load more than 5. Any more than that and I am being lazy and not adding a sprite to a strip.
If you do not like my post, PM me to let me know and I will edit it.
Available to program your game.(not help you program it)
PM me your proposals. I want to see graphics and story as a minimum.

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Re: DS Game Maker 4.6

Postby James » Sun Mar 14, 2010 10:20 pm

Guys, we do not have pallet sharing any more.

I believe I explained somewhere that there is now a bulk head color system like on Titanic.

Once there is more than 256 colors the next pallet is used.
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Re: DS Game Maker 4.6

Postby Head900 » Sun Mar 14, 2010 11:26 pm

Doess this new pallette idea come with the original release of DSGM 4.6 or have you just done it? (Because I'm wondering whether I should redownload/install it?)
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