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Game maker global variables
String_delete(s, 1, 5) i; And make two scripts to wrap retrieval and execution of a script from the according map to get or set the variable by it's name: / variable_self_get(name) return / variable_self_set(name, value) argument1 Enabling you to do some 4; val variable_self_get some.
This is an average-length post covering the aspects of reading/writing variables by their name (as string) in each version of GameMaker.A cheat (for example, a God-mode) that is hard to implement, can indicate a problem in the design (for instance, deductions to health is made in several objects, instead of in a single one or just a few).If you put the variable code in the Create Event of an object, then that variable can only be used in that object.This not only eliminates global variables, but also the if-statements that are necessary to check the global state at every step.Use parameterised objects instead of separate objects where possible For example, when the only difference between two objects is their sprites, you could do better to make them the same korting gemeentegrot valkenburg object, and control the sprite that is used by a parameter.A point for criticism for this approach is that you have to define those small helper scripts for each variable name of interest, but that can be helped with a small code generator: / one variable name per line.To prevent this from happening accidentally, use postfixes to distinguish different types of game-elements (sprites, sounds, objects, rooms, and so on).
Typically, controllers are used to maintain room state and global game state, and to draw interface elements.
But use separate objects to avoid type checking If you have to do type checking to distinguish between objects to differentiate behaviour, you should use separate objects.
It is easy to mess up a room when implementing a new, untested feature, and it can be hard to remove this feature if it doesnt work out.Edit, the following Game Maker file illustrates how name clashes can lead to bugs: test_name_k (19.2KB use folders to structure resources, generally, the object folder structure should follow the inheritance hierarchy, with further separation as necessary.Use unique sprites even for invisible and control objects This makes it easier to place these objects in rooms, and identify them properly.In conclusion While not always necessary for tasks, variables can be both read and written by their (string) name in all versions of GameMaker, permitting for curious things if used with care.Avoid putting code in the room initialisation section It is usually better to put initialisation code in a controller, and it is necessary if you want the code to execute before other objects are created.It is easy to forget about code in the room initialisation section, which can result in code duplication and hard-to-track bugs.Avoid creation order dependence Creation order dependence is hard to remember, and thus something that is easy to break.Variables initialized without var or globalvar only apply for the object it was defined in).Drawing text with Game Maker is a pain, but it will save a lot of work in the long run, and will make it easier to make the game data-driven and scale gracefully.But, not all is bad.