Editing the get_string function in Game Maker Studio 2 - game-maker-studio-2

Everything works yet when I get prompted up to enter my name it looks like an error. Is there anyway I can edit it?
I am new to GameMaker, this is just my personal work for fun.
I have been looking online for a solution but it does not seem to be anywhere, I not sure if it's possible.
The following is the code that I am referring to.
if (currentHealth <= 0) {
name = get_string("Please enter your name: ","Anonymus");
highscore_add(name, global.points);
room_goto(GAMEOVER);
}

Maybe try "get_string_async()"
get_string should only be used for debugging. if you use get_string_async() your code will look like this
Create Event:
async = -1
input = 0
Step Event:
if (currentHealth <= 0 && input == 0) {
name = get_string_async("Please enter your name: ","Anonymus");
input = 1
}
Async_Dialogue Event:
var i_d = ds_map_find_value(async_load, "id");
if i_d == async
{
if ds_map_find_value(async_load, "status")
{
name = ds_map_find_value(async_load, "result");
highscore_add(name, global.points);
room_goto(GAMEOVER);
}
This works fine for me

If you want an "input field" (term to look for), you can use keyboard_string. For example,
Create:
keyboard_string = "";
Step:
if (keyboard_check_pressed(vk_enter)) {
input = keyboard_string;
// ... do something with `input`
}
Draw:
draw_text(x, y, keyboard_string);
Or a slightly less basic example that I made in 2013.

Related

How to create a Roblox game where the player has to guess a randomly generated pin?

So, I've been working on this for the past week. I have tried everything (based on the knowledge I know) and yet nothing... my code didn't work the first time, the second time, the third time... the forth... etc... at the end, I let frustration take control of me and I ended up deleting the whole script. Luckily not the parts and models, otherwise I'm really screwed...
I need to create a game in which I have to create a keypad of sorts, at first I thought GUI would work... no, it needs to be SurfaceGUI, which I don't know how to handle well... Anyway, I needed to create a keypad using SurfaceGUI, and display it on a separate screen, as a typical keypad would...
The Player would first have to enter an "initial" number, meaning in order to enter the randomly generated number he first needed to input the static pin in order to "log in," after that, then he would try to guess the number...
I've literally tried everything I could but nothing... It's mainly because of my lack of experience in LUA, I'm more advanced in Python and barely know a thing in Java... If someone could assist me on how to do this, I would appreciate it greatly
First, download this and put it in a ScreenGui in StarterGui. Then, use the following LocalScript placed inside the PIN frame:
-- Script settings
local len = 4 -- replace this as needed...
local regen = false -- determines whether PIN will regenerate after a failed attempt
local regmes = "Enter PIN..." -- start message of PIN pad
local badmes = "Wrong PIN!" -- message displayed when PIN is wrong
local success = "Correct PIN!" -- message displayed when PIN is right
-- Script workings
local pin = script.Parent
local top = pin.Top
local txt = top.Numbers
local nums = top.NumKeys
local pin
local stpin
local nms
txt.Text = regmes
local see = game:GetStorage("ReplicatedStorage").PINActivate
local function activate()
if pin.Visible then
pin.Visible = false
for _, btn in pairs(nums:GetChildren()) do
btn.Active = false
end
return
else
pin.Visible = true
for _, btn in pairs(nums:GetChildren()) do
btn.Active = true
end
return
end
end
local function rand()
math.randomseed(os.time) -- better random numbers this way
return tostring(math.floor(math.random(0,9.9)))
end
local function gen()
nms = {rand()}
for i=2, len, 1 do
nms[#nms+1]=rand()
end
stpin = nms[1]
for i=2, #nms, 1 do
stpin = stpin..nms[i]
end
pin = tonumber(stpin) -- converts the number string into an actual number
end
gen()
local function activate(str)
if tonumber(str) ~= pin then
txt.Text = badmes
wait(2)
txt.Text = regmes
if regen then
gen()
wait(0.1)
end
return
else
txt.Text = success
wait(2)
activate()
-- insert code here...
end
end
for _, btn in pairs(nums:GetChildren()) do
btn.Activated:Connect(function()
if txt.Text == "Wrong PIN!" then return end
txt.Text = txt.Text..btn.Text
if string.len(txt.Text) >= len then
activate(txt.Text)
end
wait(0.1)
end)
end
see.OnClientEvent:Connect(activate)
And in a Script put this:
local Players = game:GetService("Players")
local see = game:GetService("ReplicatedStorage").PINActivate
local plr
-- replace Event with something like Part.Touched
Event:Connect(function(part)
if part.Parent.Head then
plr = Players:GetPlayerFromCharacter(part.Parent)
see:FireClient(plr)
end
end)
What this will do is bring up a ScreenGui for only that player so they can enter the PIN, and they can close it as well. You can modify as needed; have a great day! :D
There is an easier way, try this
First, Create a GUI in StarterGui, then, Create a textbox and postion it, after that, create a local script inside and type this.
local Password = math.random(1000, 9999)
print(Password)
game.ReplicatedStorage.Password.Value = Password
script.Parent.FocusLost:Connect(function(enter)
if enter then
if script.Parent.Text == tostring(Password) then
print("Correct!")
script.Parent.BorderColor3 = Color3.new(0, 255, 0)
Password = math.random(1000, 9999)
game.ReplicatedStorage.Correct1:FireServer()
print(Password)
game.ReplicatedStorage.Password.Value = Password
else
print("wrong!")
print(script.Parent.Text)
script.Parent.BorderColor3 = Color3.new(255, 0, 0)
end
end
end)
That's all in the textbox.
Or if you want a random username script, create a textlabel, then, create a local script in the textlabel and type in this.
local UserText = script.Parent
local Username = math.random(1,10)
while true do
if Username == 1 then
UserText.Text = "John"
elseif Username == 2 then
UserText.Text = "Thomas"
elseif Username == 3 then
UserText.Text = "Raymond"
elseif Username == 4 then
UserText.Text = "Ray"
elseif Username == 5 then
UserText.Text = "Tom"
elseif Username == 6 then
UserText.Text = "Kai"
elseif Username == 7 then
UserText.Text = "Lloyd"
elseif Username == 8 then
UserText.Text = "Jay"
elseif Username == 9 then
UserText.Text = "User"
else
UserText.Text = "Guest"
end
wait()
end
All of those if statments are checking what username has been chosen. I have made a roblox game like this recently, so I just took all the script from the game.
If you want to check out my game, Click Here

Issue in Facebook Replies download from post comments

I am trying to download public comments and replies from the FACEBOOK public post by page.
my code is working until 5 Feb'18, Now it is showing below error for the "Replies".
Error in data.frame(from_id = json$from$id, from_name = json$from$name, :
arguments imply differing number of rows: 0, 1
Called from: data.frame(from_id = json$from$id, from_name = json$from$name,
message = ifelse(!is.null(json$message), json$message, NA),
created_time = json$created_time, likes_count = json$like_count,
comments_count = json$comment_count, id = json$id, stringsAsFactors = F)
please refer below code I am using.
data_fun=function(II,JJ,page,my_oauth){
test <- list()
test.reply<- list()
for (i in II:length(page$id)){
test[[i]] <- getPost(post=page$id[i], token = my_oauth,n= 100000, comments = TRUE, likes = FALSE)
if (nrow(test[[i]][["comments"]]) > 0) {
write.csv(test[[i]], file = paste0(page$from_name[2],"_comments_", i, ".csv"), row.names = F)
for (j in JJ:length(test[[i]]$comments$id)){
test.reply[[j]] <-getCommentReplies(comment_id=test[[i]]$comments$id[j],token=my_oauth,n = 100000, replies = TRUE,likes = FALSE)
if (nrow(test.reply[[j]][["replies"]]) > 0) {
write.csv(test.reply[[j]], file = paste0(page$from_name[2],"_replies_",i,"_and_", j, ".csv"), row.names = F)
}}}
}
Sys.sleep(10)}
Thanks For Your support In advance.
I had the very same problem as Facebook changed the api rules at the end of January. If you update your package with 'devtools' from Pablo Barbera's github, it should work for you.
I have amended my code (a little) and it works fine now for replies to comments.There is one frustrating thing though, is that Facebook dont appear to allow one to extract the user name. I have a pool of data already so I am now using that to train and predict gender.
If you have any questions and want to make contact - drop me an email at 'robert.chestnutt2#mail.dcu.ie'
By the way - it may not be an issue for you, but I have had challenges in the past writing the Rfacebook output to a csv. Saving output as an .RData file maintains the form a lot better

h2o steam prediction service results not being recognized as a BinaryPrediction for binomial estimator

I have a DRF model created in h2o flow that is supposed to be binomial and flow indicates that it is binomial
but I am having a problem where, importing it into h2o steam and deploying it to the prediction service, the model does not seem to be recognized as binomial. The reason I think this is true is shown below. The reason this is a problem is because I think it is what is causing the prediction service to NOT show the confidence value for the prediction (this reasoning is also shown below).
In the prediction service, I can get a prediction label, but no values filled in the index-label-probability table.
Using the browser inspector (google chrome), the prediction output seems to depend on a file called predict.js.
In order to get the prediction probability values to show in the prediction service, it seems like this block of code needs to run to get to this line. Opening the predict.js file within the inspector on the prediction service page and adding some debug output statements at some of the top lines (indicated with DEBUG/ENDDEBUG comments in the code below), my showResults() function then looks like:
function showResult(div, status, data) {
////////// DEBUG
console.log("showResult entered")
////////// ENDDEBUG
var result = '<legend>Model Predictions</legend>'
////////// DEBUG
console.log(data)
console.log(data.classProbabilities)
console.log("**showResult: isBinPred=" + isBinaryPrediction)
////////// ENDDEBUG
if (data.classProbabilities) {
////////// DEBUG
console.log("**showResult: data.classProbabilities not null")
////////// ENDDEBUG
// binomial and multinomial
var label = data.label;
var index = data.labelIndex;
var probs = data.classProbabilities;
var prob = probs[index];
result += '<p>Predicting <span class="labelHighlight">' + label + '</span>';
if (probs.length == 2) {
result += ' based on max F1 threshold </p>';
}
result += ' </p>';
result += '<table class="table" id="modelPredictions"> \
<thead> \
<tr> \
<th>Index</th> \
<th>Labels</th> \
<th>Probability</th> \
</tr> \
</thead> \
<tbody> \
';
if (isBinaryPrediction) {
var labelProbabilitiesMapping = [];
outputDomain.map(function(label, i) {
var labelProbMap = {};
labelProbMap.label = outputDomain[i];
labelProbMap.probability = probs[i];
if (i === index) {
labelProbMap.predicted = true;
}
labelProbMap.originalIndex = i;
labelProbabilitiesMapping.push(labelProbMap);
});
labelProbabilitiesMapping.sort(function(a, b) {
return b.probability - a.probability;
});
var limit = labelProbabilitiesMapping.length > 5 ? 5 : labelProbabilitiesMapping.length;
for (var i = 0; i < limit; i++) {
if (labelProbabilitiesMapping[i].predicted === true) {
result += '<tr class="rowHighlight">'
} else {
result += '<tr>'
}
result += '<td>' + labelProbabilitiesMapping[i].originalIndex + '</td><td>' + labelProbabilitiesMapping[i].label + '</td> <td>' + labelProbabilitiesMapping[i].probability.toFixed(4) + '</td></tr>';
}
} else {
for (var label_i in outputDomain) {
if (parseInt(label_i) === index ){
result += '<tr class="rowHighlight">'
} else {
result += '<tr>'
}
result += '<td>' + label_i + '</td><td>' + outputDomain[label_i] + '</td> <td>' + probs[label_i].toFixed(4) + '</td></tr>';
}
}
result += '</tbody></table>';
}
else if ("cluster" in data) {
// clustering result
result = "Cluster <b>" + data["cluster"] + "</b>";
}
else if ("value" in data) {
// regression result
result = "Value <b>" + data["value"] + "</b>";
}
else if ("dimensions" in data) {
// dimensionality reduction result
result = "Dimensions <b>" + data["dimensions"] + "</b>";
}
else {
result = "Can't parse result: " + data;
}
div.innerHTML = result;
}
and clicking the "predict" in the prediction service now generates the console output:
If I were to add a statement isBinaryPrediction = true to forcec the global variable to true (around here) and run the prediction again, the console shows:
indicating that the variable outputDomain is undefined. The variable outputDomain seems to be set in the function showModel. This function appears to run when the page loads, so I can't edit it in the chrome inspector to see what the variable values are. If anyone knows how to fix this problem (getting the prediction probability values to show up for h2o steam's prediction service for binomial models) it would a big help. Thanks :)
The UI has not been updated to handle MOJOs yet and there seems to be a bug. You're welcome to contribute: https://github.com/h2oai/steam/blob/master/CONTRIBUTING.md
My solution is very hacky, but works for my particular case (ie. I have a DRF, binomial model in h2o steam that is not being recognized as a binary model (how I know this is shown in this answer)).
Solution:
In my original post, there was a variable outputDomain that was undefined. Looking at the source code, that variable is set to (what is supposed to be) the domain labels of the output response for the model, here. I changed this line from outputDomain = domains[i1]; to outputDomain = domains[i1-1];. My output after clicking the predict button looks like:
From the official linux download for h2o steam, you can access the prediction service predict.js file by opening steam-1.1.6-linux-amd64/var/master/assets/ROOT.war/extra/predict.js, then saving changes and relaunching the jetty server $ java -Xmx6g -jar var/master/assets/jetty-runner.jar var/master/assets/ROOT.war.
Causes?:
I suspect the problem has something to do with that fact that the global variable isBinaryPrediction in predict.js seems to remain false for my model. The reason that isBinaryPrediction is false seems to be because in the function showInputParameters(), data.m has no field _problem_type. Using console.dir(data, {depth: null}) in the inspector console to see the fields of data.m, I see that the expectedd field data.m._problem_type does not exist and so returns undefined, thus isBinaryPrediction is never set true (here).
Why this is happening, I do not know. I have only used DRF models in steam so far and this may be a problem with that model, but I have not tested. If anyone knows why this may be happening, please let me know.

Why isn't .replace working in Ruby Shoes?

I am programming a little game based on the Fate RPG. When the dice are rolled, I want to replace a string with another string using .replace. I can get it to work in an isolated environment, but when I try to call the function from inside my program; it is as if Shoes is completely unaware of it.
Here is a simple example of how the function works that is executing correctly:
Shoes.app {
#push = button "Push me"
#note = para "Nothing pushed so far"
#push.click { #note.replace "Aha! Click!" }
}
And here is the relevant code from my game:
$results = para "Roll results go here.", :align => "center",
:margin_bottom => 20, :margin_top => 8
#roll_button.click {
current_roll = Die.new
current_roll.roll
current_roll.display_dice
current_roll.tally
current_roll.calc_total_roll(1) #param = skill level
$shift = current_roll.calc_total_shift(2) #param = opposition
$results.replace "Actual results"
}
The $results block is in a different position in the code than the #roll_button.click block, but I have tries moving the click block to many different places in the code, and it didn't make a difference, so I don't think its relevant. Thanks.
*edit: Removed unnecessary '=' after $results.replace
I finally got it to work. The problem was the .display_dice function running just before .replace. The offending code is here:
if $result1 == 1
$die1.path = "dice_plus-1.png"
elsif $result1 == 0
$die1.path = "dice_nil-1.png"
elsif $result1 == -1
$die1.path = "dice_minus-1.png"
else
exit(1)
end
I intended the exit(1) to let me know if my dice were receiving values they shouldn't, but it somehow prevented the next line of code from running, even though the flow of the program avoided those lines. The fixed code is here:
if $result1 == 1
$die1.path = "dice_plus-1.png"
elsif $result1 == 0
$die1.path = "dice_nil-1.png"
else $result1 == -1
$die1.path = "dice_minus-1.png"
end
You're not calling a replace method, you're calling a replace= method which probably doesn't exist. Try it without the equals sign.

how to generate endless random objects in corona SDK?

so I am very new to coding in general and I am trying to make a vertically-scrolling endless runner which basically involves jumping onto platforms to stay alive.I want to generate the same platform in three different locations endlessly. I basically copied some code from an article on the internet and then changed it around to try to make it suit my needs. However, when I run my code in the simulator, one platform is generated in the same location and no others appear. Also, when I look at the console, random numbers do appear. here is the code I am using
local blocks = display.newGroup ()
local groundMin = 200
local groundMax = 100
local groundLevel = groundMin
local function blockgenerate( event )
for a = 1, 1, -1 do
isDone = false
numGen = math.random(3)
local newBlock
print (numGen)
if (numGen == 1 and isDone == false) then
newBlock = display.newImage ("platform.jpg")
end
if (numGen == 2 and isDone == false) then
newBlock = display.newImage ("platform.jpg")
end
if (numGen == 3 and isDone == false) then
newBlock = display.newImage ("platform.jpg")
end
newBlock.name = ("block" .. a)
newBlock.id = a
newBlock.x = (a * 100) - 100
newBlock.y = groundLevel
blocks : insert(newBlock)
end
end
timer.performWithDelay (1000, blockgenerate, -1)
thank you very much in advance and sorry my description was so long
Your "a" variable is always going to be 1. Perhaps you meant to use:
a = a + 1

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