Story Maker – Insta Story Art

Create and Edit Insta Stories | Story Maker for Instagram Stories

Story maker, is a fun and engaging Insta story maker app to create story art for free. There is a huge variety of ready-made templates, fonts, and stickers for you to choose from. You only need to import photos and design a bit to generate eye-catching stories for Instagram, Facebook, etc…

Making an Instagram story is very simple, simply select the picture to be added from the gallery or use a camera, choose your favorite template that will match any event and season, and start editing using insta features without any difficulty or artwork with just one touch.

No boarding stories ever again Design custom insta stories using hundreds of stylized templates, stickers, and backgrounds instantly, to get the influencer look on any social media platform. Whether it be an Instagram story, Facebook, or whatever you want to create, the design process is easier for you.

Features
Countless insta story templates to create trending stories
Built-in story editing tools
Exclusive artistic fonts,
Dazzling background Colors to match your story
Add more photos to design story art
Huge Insta template edition for a birthday, wedding, etc…
Ig Stickers and other tools
Attractive and Easy to use UI

Event Instagram Templets
Add photos to bring your wishes to life. Wish and congratulate dear ones in style on different events using IG event post templates. You can use these posts to promote your product, business, brand, etc… No design skill is required.

Trending and Classic Customized Stories
Tap into the trend – popular ig trendy templates to try in 2021. Have a good time and stay connected with ig friends by sharing attractive and unique templates.

Background and Text Patron
Use ig text to tell incredible stories and inspire people with popular quotes and messages. You can add custom text captions and change the font style as per match. Select the background color of your choice as per story templates.

Add Stickers to your Design
Decorate Instagram story templates by adding funny stickers. Story maker has a whole range of stickers to help your templates assuming and entertaining. Express your emotions on insta stories using collected built-in stickers including nature, celebration, activity, people, etc…

Download via Playstore:
https://play.google.com/store/apps/d…dev.storymaker

.

How to share a game created with the free version of Game Maker Studio 2?

Your current problem with creating executables is due to the licence you’re using, not (necessarily) the UWP export configuration.

The Free license for GameMaker Studio 2 gives you full access to the IDE (i.e. usage and assets limitations were removed) and lets you use the application for testing and learning purposes. You can’t build game executables and share them with other people though.

This is the Free license description from the YoYo Games website:

Free

GameMaker Studio 2
Unlimited access to the IDE (integrated development environment) and learning materials.

When you export a project, GMS2 creates an exact copy of the project–which includes ALL assets, configuration files and local settings–in a directory of choice. This way, you can ‘clone’ a game project without the need to manually browse and copy/paste all files, some of which may be unnecessary (e.g. IDE temp files).

If you want to share the game with fellow developers, the above is the way to go. But, if you want to release the game for others to play, that’s a different matter. You will need an Indie or Enterprise licence, for they include what they call Desktop/Web/Mobile ‘exports’ but are actually platform-specific build plug-ins.

According to the YoYo Games website, the cheapest license you can get is:

Indie

GameMaker Studio 2
Unlimited access to the IDE (integrated development environment) and learning materials.
Desktop Exports
Windows, macOS, and Linux platforms exports.
Web Export
HTML5 platform export.
Mobile Exports
iOS, Android, Amazon Fire, Android TV, and tvOS platforms exports.
UWP Export
Universal Windows Platform (includes Xbox One Creators program) exports.

how to create sharable game from free game maker studio 2

I’ve recently downloaded Game Maker studio for free and have made my first game, id like to make my game sharable. I’ve used the “export” button and it only creates a duplicate file. If I click the “create executable” button, it says “packages cannot be built for the selected platform” in an error box. Ive looked up how to make an exe file and how to create an application, but the “create application” button from the file directory doesn’t exist on my version of game maker studio 2, and some have said that the error message when I create an exe file, is caused by a uwp license issue, but I dont know what a uwp license is or how to change it. so, how do I create a sharable game file that isn’t a project file, and if the “create executable” button is the only way, why can’t packages be built for my “platform”? my IDE is v2.3.4.580 and my runtime is v2.3.4.442

game maker – How I should start making a text engine?

I was trying to make a textbox engine for my RPG using Gamemaker Studio 2 as my game engine, and so far I have managed to make a pretty good-looking animation for when the textbox comes in and out. I think it looks really nice…

…However, I’ve come across some complications when it comes to the actual text itself… I have NO IDEA on where I should start with that…

You see, a basic rundown of what I wanted to do was keep the main lines of dialog on separate scripts (labeled as TEXT_EN and TEXT_JP, for the potential different languages), and have the dialog box object print the specific line from the TEXT scripts depending on which one I call, basically how UNDERTALE and DELTARUNE handled it (from what I could tell, they relied on arrays but that’s all I know, I’m not sure on how to utilize them to my advantage).

I’m not sure on how I should start doing that… And I tried following along with some guys on Youtube who were better at it, but it didn’t really feel right to me… I was planning on having different languages with my game, and these tutorials didn’t have that in mind… If any of you guys could point me in the right direction, I would GLADLY appreciate it. Thank you for your time.

game maker – I need a bit of help with understanding how I should start making a text engine

I was trying to make a textbox engine for my RPG using Gamemaker Studio 2 as my game engine, and so far I have managed to make a pretty good-looking animation for when the textbox comes in and out. I think it looks really nice…

…However, I’ve come across some complications when it comes to the actual text itself… I have NO IDEA on where I should start with that…

You see, a basic rundown of what I wanted to do was keep the main lines of dialog on separate scripts (labeled as TEXT_EN and TEXT_JP, for the potential different languages), and have the dialog box object print the specific line from the TEXT scripts depending on which one I call, basically how UNDERTALE and DELTARUNE handled it (from what I could tell, they relied on arrays but that’s all I know, I’m not sure on how to utilize them to my advantage).

I’m not sure on how I should start doing that… And I tried following along with some guys on Youtube who were better at it, but it didn’t really feel right to me… I was planning on having different languages with my game, and these tutorials didn’t have that in mind… If any of you guys could point me in the right direction, I would GLADLY appreciate it. Thank you for your time.

Crypto Maker – New PTC 0.1$ per Sing Up

photo_2021-08-11_22-21-25.jpg

Welcome to CryptoMaker – The first and unique Crypto per click site where you earning new cryptos by solving simple tasks.

Sign up for Free on CryptoMaker : https://cryptomaker.me/
SEMrush

✅Free Lifetime Memebership + 2 Premium Packages
✅Up to 2$ Daily Earnings (Minimum withdraw 5$)
✅We post links no spam no other posters, we post them for our clients.
✅We earn from clients and refferal programs so all tasks needs to be done in order to recieve rewards.
☑️Price per task : 0.10 – 0.25$ per task

Sign up for Free on CryptoMaker : https://cryptomaker.me
Wihdraws proccesed in 1h after request.
Refferal System up to 5 levels. Earn % of your friends earnings.

We will posts minimun 10 tasks per day, all the tasks are sing ups, watch videos, claim airdrops, and all tasks will give you more earning than you think.

Sign up for Free on CryptoMaker : https://cryptomaker.me

 

simulation – How to implement a rule-based decision maker for an agent-based model?

I have a hard time understanding how to combine a rule-based decision making approach for an agent in an agent-based model I try to develop.

The interface of the agent is a very simple one.

public interface IAgent
{
   public string ID { get; }

   public Action Percept(IPercept percept);
}

For the sake of the example, let’s assume that the agents represent Vehicles which traverse roads inside a large warehouse, in order to load and unload their cargo. Their route (sequence of roads, from the start point until the agent’s destination) is assigned by another agent, the Supervisor. The goal of a vehicle agent is to traverse its assigned route, unload the cargo, load a new one, receive another assigned route by the Supervisor and repeat the process.

The vehicles must also be aware of potential collisions, for example at intersection points, and give priority based on some rules (for example, the one carrying the heaviest cargo has priority).

As far as I can understand, this is the internal structure of the agents I want to build:

enter image description here

So the Vehicle Agent can be something like:

public class Vehicle : IAgent
{
  public VehicleStateUpdater { get; set; }

  public RuleSet RuleSet { get; set; }

  public VehicleState State { get; set; }

  public Action Percept(IPercept percept)
  {
    VehicleStateUpdater.UpdateState(VehicleState, percept);
    Rule validRule = RuleSet.Match(VehicleState);
    VehicleStateUpdater.UpdateState(VehicleState, validRule);
    Action nextAction = validRule.GetAction();
    return nextAction;
  }
}

For the Vehicle agent’s internal state I was considering something like:

public class VehicleState
{
  public Route Route { get; set; }

  public Cargo Cargo { get; set; }

  public Location CurrentLocation { get; set; }
}

For this example, 3 rules must be implemented for the Vehicle Agent.

  1. If another vehicle is near the agent (e.g. less than 50 meters), then the one with the heaviest cargo has priority, and the other agents must hold their position.
  2. When an agent reaches their destination, they unload the cargo, load a new one and wait for the Supervisor to assign a new route.
  3. At any given moment, the Supervisor, for whatever reason, might send a command, which the recipient vehicle must obey (Hold Position or Continue).

The VehicleStateUpdater must take into consideration the current state of the agent, the type of received percept and change the state accordingly. So, in order for the state to reflect that e.g. a command was received by the Supervisor, one can modify it as follows:

public class VehicleState
{
  public Route Route { get; set; }

  public Cargo Cargo { get; set; }

  public Location CurrentLocation { get; set; }

  // Additional Property
  public RadioCommand ActiveCommand { get; set; }
}

Where RadioCommand can be an enumeration with values None, Hold, Continue.

But now I must also register in the agent’s state if another vehicle is approaching. So I must add another property to the VehicleState.

public class VehicleState
{
  public Route Route { get; set; }

  public Cargo Cargo { get; set; }

  public Location CurrentLocation { get; set; }

  public RadioCommand ActiveCommand { get; set; }

  // Additional properties
  public bool IsAnotherVehicleApproaching { get; set; }

  public Location ApproachingVehicleLocation { get; set; }
}

This is where I have a huge trouble understanding how to proceed and I get a feeling that I do not really follow the correct approach. First, I am not sure how to make the VehicleState class more modular and extensible. Second, I am not sure how to implement the rule-based part that defines the decision making process. Should I create mutually exclusive rules (which means every possible state must correspond to no more than one rule)? Is there a design approach that will allow me to add additional rules without having to go back-and-forth the VehicleState class and add/modify properties in order to make sure that every possible type of Percept can be handled by the agent’s internal state?

I have seen the examples demonstrated in the Artificial Intelligence: A Modern Approach coursebook and other sources but the available examples are too simple for me to “grasp” the concept in question when a more complex model must be designed.

An example of a rule I tried to incorporate:

public class HoldPositionCommandRule : IAgentRule<VehicleState>
{
    public int Priority { get; } = 0;

    public bool ConcludesTurn { get; } = false;


    public void Fire(IAgent agent, VehicleState state, IActionScheduler actionScheduler)
    {
        state.Navigator.IsMoving = false;
        //Use action scheduler to schedule subsequent actions...
    }

    public bool IsValid(VehicleState state)
    {
        bool isValid = state.RadioCommandHandler.HasBeenOrderedToHoldPosition;
        return isValid;
    }
}

A sample of the agent decision maker that I also tried to implement.

public void Execute(IAgentMessage message,
                    IActionScheduler actionScheduler)
{
    _agentStateUpdater.Update(_state, message);
    Option<IAgentRule<TState>> validRule = _ruleMatcher.Match(_state);
    validRule.MatchSome(rule => rule.Fire(this, _state, actionScheduler));
}

I would be grateful if someone can point me in the right direction concerning the implementation of the rule-based part.

I am writing in C# but as far as I can tell it is not really relevant to the broader issue I am trying to solve.

game maker – How do I create a powerup that affects speed for a limited amount of time?

A simple implementation can be done on the playership object. You need to track the power-up additional speed (powerup_speed) and the overall bonus duration time (powerup_countdown). On playership:

Create Event:

powerup_speed = 0;
powerup_countdown = 0;

The power-up effects occur only when the timer is a positive value. This is a countdown timer: As long as it is greater than 0, we set the bonus speed to an arbitrary value and reduce the timer by 1. Otherwise, the bonus is inactive and we reset the bonus speed:

Step Event:

if (powerup_countdown > 0)
{
    powerup_speed = 10;  // Change as needed
    powerup_countdown = powerup_countdown - 1;
}
else
{
    powerup_speed = 0;  // Reset bonus speed
}

Please note, the timer is defined as game steps, not seconds: n seconds = n * room_speed steps.

Then, you change the code snippet controlling the y position as follows:

y += sign(mouse_y - y) * (global.Speedy + powerup_speed);

This way, your power-up logic should be up and working. Applying the power-up to the playership object is just a value assignment when the collision occurs:

Collision Event:

playership.powerup_countdown = 30 * room_speed;  // Power-up lasts for 30 secs

game maker – How do I create a powerup that effects speed for a limited amount of time in gamemaker studio 2

I am looking to create a powerup that when your “playership” object collides with it will effect the “playership”s speed for maybe a few seconds say 30-60 seconds. I cannot seem to figure this out on my own nor do I know what to look up so I am asking on here for some help.

I have this for my playership “y += sign(mouse_y – y)*global.Speedy;”

Debugging shader script in GLSL ES – Game Maker 2 (CompileError)

I am trying to use this shader in the game I am making with Game Maker Studio 2.

I tried to convert it for GM2 and here is my result:

Shader type I used on GM2 is GLSL ES

myshader.vsh

attribute vec3 in_Position;                  // (x,y,z)
//attribute vec3 in_Normal;                  // (x,y,z)     unused in this shader.
attribute vec4 in_Colour;                    // (r,g,b,a)
attribute vec2 in_TextureCoord;              // (u,v)

varying vec2 v_vTexcoord;
varying vec4 v_vColour;

void main()
{
    vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
    gl_Position = gm_Matrices(MATRIX_WORLD_VIEW_PROJECTION) * object_space_pos;
    
    v_vColour = in_Colour;
    v_vTexcoord = in_TextureCoord;
}

myshader.fsh

varying vec2 v_vTexcoord;
varying vec4 v_vColour;

uniform vec2 resolution;
uniform float pixelSize;
uniform float gamma;

void main(){
    vec2 uv = gl_FragCoord.xy / resolution.xy; 
    float alpha = 1.0;
    vec4 color = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
    gl_FragColor = color;
  
    float pixelSize = 3.0;
    float gamma = 3.0;
  
    vec2 pseudoResolution = floor(resolution.xy / pixelSize);
    vec2 pseudoPixel = floor(gl_FragCoord.xy / float(pixelSize));
    vec2 pseudoUv = pseudoPixel / pseudoResolution;
  
    vec3 tex = texture2D(gm_BaseTexture, pseudoUv).rgb;
    float bw = (tex.r + tex.g + tex.b) / gamma;
    float col = 0.0;
    
    if(bw > 0.8) {
        col = 1.0;} 
    else if (bw > 0.6) {
        col = float(!(int(pseudoPixel.x) % 2 == 0 && int(pseudoPixel.y) % 2 != 0));} 
        else if (bw > 0.4) {
        col = float((int(pseudoPixel.x) % 2 + int(pseudoPixel.y) % 2) % 2 == 0);} 
        else if(bw > 0.2) {
        col = float(int(pseudoPixel.x) % 2 == 0 && int(pseudoPixel.y) % 2 == 0);}
    gl_FragColor = color * vec4(col, col, col, alpha);}

But this is just throwing this compile error:

Fragment Shader: shd_1BitDithering at line 30 : ''

Line 30 is:

25    if(bw > 0.8) {
26      col = 1.0;} 
27  else if (bw > 0.6) {
28      col = float(!(int(pseudoPixel.x) % 2 == 0 && int(pseudoPixel.y) % 2 != 0));}
29      else if (bw > 0.4) {
-> 30   col = float((int(pseudoPixel.x) % 2 + int(pseudoPixel.y) % 2) % 2 == 0);} 
31      else if(bw > 0.2) {
32      col = float(int(pseudoPixel.x) % 2 == 0 && int(pseudoPixel.y) % 2 == 0);}
33  gl_FragColor = color * vec4(col, col, col, alpha);}

Coming from a Python background, I really have no idea how to debug that message.

Any clue on how could I make this shader work, or how could I understand what the problem is?