How to make a run button (GML) - gml

I'm making a game in game maker and I've looked every where, but all the answers are no help. I've tried for about an hour to no avail. If some one could help that would be great (I'm new to programming).

I think your question is not descriptive enough if you're trying to create something like a start button;
create a sprite ("START")
make an object for that sprite
create two rooms (mainmenu, level1)
add a click event to obj_start
use this code: room_goto(room_level1);
place start object to the room_mainmenu
but if you're trying to make a pause-start type of run button you can either use the complicated way(google;gml pause) or cheat with screenshotting your level1 and using it for the main menu background to hide the main menu.

Related

How do i create my own right click menu on the desktop?

i have searched up and down the internet but cannot figure this out. So ive finally come here for the aid of some utter genius people.
I dont like the windows right click function as it has too many options. Some of the options like properties cannot be removed. So, i thought i could disable right click to remove the menu and create my own.
The problem i have is i cannot figure out for VS2010 how to right click on the desktop outside of the form/project and make a box pop up like the same behaviour as the built in one. I am ultimately wanting to be able to expand and add things but im falling at the first hurdle.
Can someone please tell me how to right click on the desktop and create a context menu popup where i can add my own items. i want it to behave the same as windows but i want it my own essentially. This way in the future i will be able to enable or disable my own functions i.e open/winrar/7zip / remove edit on the fly.
thanks
Ka0s
Remove/Disable the default menu of desktop is not a good idea at all
But you can add your own items as well using 3rd party apps
I made an app modifies the default menu ,it can append more items an sub items
I wrote it long time ago I do not remember if i still have the source code or not
App link

Teleporting rooms glitch

Whenever i go to a particular area it always teleports back to the center hallway.* Example:(https://www.dropbox.com/s/mye0k8n9ysua6cb/Video%203-29-2017%206-24-13%20PM.avi?dl=0)
I've tried deleting and changing a bunch of objects and I'm pretty sure it's related to the player
The code is quite interesting so I'll just link the project(https://www.dropbox.com/s/bmjj7fyxc5qasbg/Undertale%202%20above%20the%20underground.project.gmx?dl=0)
I am using game maker studio 1.4
You didn't explained your problem very well, however, if you used the Previous room event that might be the problem because it backs the previous room that listed not the one used.
and you can create an invisible object to teleport between rooms, for example;
create an object like level1_2 then create a sprite & collision box for it.
place it in the hallway then use goto_room(room_level2); with the collision event.
duplicate the object level1_2 and rename it to Level2_1
change the code to goto_room(room_level1);
this should cause no problem because it is the by far the most reliable time-consuming way.

Unreal 4 - How to pass a Int Var in Actor to HUD?

Im new to Unreal, im trying to make a 2d Click game, for this i create an Actor and when i click this actor, it add 1 to my var, this is working, the problem is i trying to show this var in the HUD, but a can't do, I searched tutos but its only for players character, never to actor, so im bit lost. Anyone know how to do it? in the game i dont have a player, since its only clicks, so i think this might be the problem too.
add a function getHP to this actor that return the hp value as string.
in HUD add function getActor to access this actor, then bind the text of HUD with getActor.getHP
Are you absolutely sure this event is running? Add a breakpoint to the event and see if you hit the breakpoint.
If the event is running then you should definitly see something printed to the screen. Check in the top right for a tiny number in light blue which will only stay on screen for a default of 2 seconds. Click the down arrow on the Print String node and change the time to something higher and maybe the colour to something more visible.
If the event isn't running (which I think is likely), try following this tutorial to enable Click Events on a custom PlayerController.

wacom and myscript set handwritng recognition function

im not sure if its the right place to put my question, but i think maybe get an answer here.
the last few days thinking about a way to make μυ work easier.
What I want is to write by hand and convert into text on the computer.
namely when I am on a page with multiple text forms like this im writing now,
when i choose a text form with a pen (like wacom graphic tablet) write on a surface and the automaticaly when i stop or pressing a button the text turn into text in the form.
my title say about wacom because i found bamboo scribe.. if someone uses this please explain me whats can do and if can work for me.
i test myscript. with fullscreen tool wich you can write everywhere on the screen is easiest but when you finish you have to press a button on the program to insert the text in the selected area.
so my question is there any way to press that button with the button placed on stylus pen?
i saw that you can set functions when a button clicked on the wacom tablet or on pen.
i have not bought yet anything because im searching if is out there anything could do what i want better. something made for that particular job
Thanks and sorry for my bad english..

Adding a custom pop-up in Cocoa Touch

Im trying to add a custom pop-up, I dont want to use the Alertview class, I want to make a personalized pop-up, with only two buttons, ok and cancel, and to capture those events to use them later.
Im new to objective-c, what is the best approach to do this? (a working example would be better than nice)
Thx.-
Here are a few examples with projects:
CustomAlert
Another SO Question