Included Files: Fixed a GM crash when using Microsoft Excel to save changes to a. Included Files: Fixed a GM crash when editing/moving any file which lacks a file extension outside GameMaker if "Open in Explorer" button was used to open that file yyp file and any existing duplicates will be cleaned up Included Files: Duplicate entries are no longer written to the project. Image Editor: "Center Fit" button now works correctly after rotating the image 90 degrees Game Options: Radiobox gadgets no longer shift position after hovering the mouse over one of its radio buttons (e.g. File Watcher: Can now detect Included Files that have been deleted while the project was closed Debugger: Fixed an issue where hovering over some local vars in paused code windows could cause a game crash Debugger: Now displays the correct memory usage of a game again (rather than always saying 4GB is in use, as it did in 2022.11) Command Line Builds: Opera GX runs no longer fail because Igor is unable to handle a Preferences key used during the build Command Line Builds: HTML5 no longer fails due to an incorrect webserver path Code Editor (Visual): Search & Replace no longer fails to Find All if you pass in a GML Code string (and so in previous releases you had to repeat the search to find more matches) Building Projects: When updating Gradle during your build (if this is required), it is now the smaller "gradle-7.4-bin" package GameMaker requests instead of "gradle-7.4-all", so the download and install sizes are smaller Building Projects: Game Options values for Service Manifest for Event-Based Stats are now applied correctly Building Projects: Compiling from Windows/Mac IDEs to Ubuntu no longer fails on an error in the "unshare" command towards the end of your build Building Projects: In previous releases the IAP entitlement was always included in the project files, so "Personal Team" Apple accounts could not build projects without having to edit the Xcode project manually each time - now, the entitlement is only added by the IAPs extension Building Projects: Fixed an issue where doing repeated builds without pressing the stop button yourself in between could give "Unable to obtain permission to execute" errors on some builds Building Projects: show_debug_message() using a optional arg no longer causes a compile fail If you had A+B=C and A+B+C=D, they would have to add A+C before B or B+C before A to get D.- Building Projects: real() can now convert hexadecimal strings larger than 32bit, stops the compile error you would get in earlier releases One option would be to just not worry about it, and let the player figure it out. But this is not much different than just leaving it as is - the priority is simply the order in which they appear in the recipe list. You could also explicitly define a "priority" value in the recipe json, and check the recipes in order of their priority. But even then order still kind of matters, you would probably just want check the bigger recipes first before the smaller ones. So don't have an A+B, B+C, or A+C recipe if A+B+C is a recipe.Īnother way would be to use a different trigger to check recipes, like a button the user has to push (after adding items to a pot or something), so that it's not triggered immediately upon dropping. The first way would be to not have conflicts to begin with. There are a few ways to ensure item (or recipe rather) order doesn't matter. What do you mean only one has drag and drop enabled? If there were two of the same thing, how should which one be draggable be determined? I've included that original file into the updated example (same link), if that way is preferable. On start of layout, the two files are loaded and placed into the "items" and "recipes" paths respectively, resulting in the exact same result as when it was just one file with items and recipes together. It works the same if they're all together like they were in the original example. They're different in form and function, which is why I used two files. recipes.json contains recipe definitions, with ingredients (an array of item ids), and result keys for each recipe. Items.json contains the item definitions, with "id", "dispName", "animName", "aniFrame", and "desc" keys for each item.
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