GameMaker Glitch Fixing Guide

Posted by Phoebii on May 19, 2017, 4:05 a.m.

Comments

Gift of Death 7 years, 4 months ago

http://puu.sh/vUOsq/78e04d7f22.png

You broke the frontpage.

Phoebii 7 years, 4 months ago

Awesome.

twisterghost 7 years, 4 months ago

The "persistent" property is dangerously useful.

Also wow I do not miss GM:S1 ui. It's only been a few months since I've seen it but I forgot how much nicer GMS:2 + light theme looks. I used the GM classic theme in 1.4 anyway. I have a thing for light based themes.

Jani_Nykanen 7 years, 4 months ago

Well, that wasn't very persistent glitch eheheheeh

F1ak3r 7 years, 4 months ago

Persistent objects: awesome in theory, awful in practice.

Phoebii 7 years, 4 months ago

I actually use them in my CCG.

Run game > go to room 1 > create persistent buttons > go to room 2 > create some other persistent objects > go to main game room.

Otherwise, the main game room would be full objects and impossible to manage.

In this specific case, it's useful.

It's best to create everything from code, not room "editor", but I was too lazy to get exact positions for objects. Or to not use objects for buttons at all. if point_in_rectangle(mouse_x, mouse_y…

Alert Games 7 years, 4 months ago

Persistent objects are great for groups of rooms for games, and for controller objects.

F1ak3r 7 years, 4 months ago

YMMV obviously, but I've been burnt every time I've tried to use persistent intentionally. Persistent controller objects are great until you end up with weird bugs resulting from your persistent game controller ending up in a menu room, for example.

But I think we can all agree that solid is the truly evil one of those four checkboxes. :p

Alert Games 7 years, 4 months ago

Yeah I mean you have to be careful you code properly to handle the controller in situations with different objects in different rooms :P Not necessarily 'easy' though I'll admit.

I still stand by my opinion that if you turn on advanced mode, drag & drop should disappear and all those checkboxes that can screw things up haha.

twisterghost 7 years, 4 months ago

I use persistence for a few objects, only controllers though. There's what is effectively a pass-through room that dumps data and hud management objects into the world space, all of which are persistent.

Beyond that, buff and debuff controllers are persistent, and handle cleaning themselves up, so I don't much worry about it. Really, I get hit more from things not being persistent when I expect them to be than the other way around.

That said, 99% of my objects are not persistent.