dev thread continues here
old
dev thread continues here
old
jesus christ GMS is so fucking easy
how is this even possible
lol ikr? and ppl complain that being a game dev is hard
...
Redid the hill tiles, hopefully they should be sufficiently different now
I hate the both of you
is that zelda
Anybody worked with navmeshes in UE4? Will it eat up a shitton of performance if it'll react to every change?
Nah but it plays similar
Where does designing menus come up in all this?
What about patches and DLC?
what's up with the chair / table tiles?
>Will it eat up a shitton of performance if it'll react to every change?
probably
I haven't drawn floor tiles under them. I'll have to do stone versions as well, which shouldn't be difficult.
still fiddling with movement parameters to make the controls feel nicer
need to add stage gimmicks so there aren't just a gazillion springs everywhere and then you run on water for a bit and then stop and hit a dash panel and whatever
all of the hassle of getting a game running (drawing shit to the screen, managing objects, making a level editor, managing all the resources) is done for you
it's just convenient as fuck
>case 864:
I'm dying.
there is literally nothing wrong with this from a performance standpoint and a design standpoint
people critcizing it are braindead morons repeating programming dogmas without understanding there's a time and a place for everything
sure it's unconventional to use a giant switch statement and a dictionary would probably perform better but this is a shitty gamemaker game with barely any code or gameplay and if it worked for him then it worked for him
gotcha. looking good, friendo.
This. It's not like he used a chain of 800 ifs
Im starting to run out of ideas
>It's not like he used a chain of 800 ifs
unless GML optimizes out switches to some form of tree, then it's exactly the same as a chain of 800 ifs. Regardless of that fact, 800 integer equality checks is fucking peanuts for a processor
Because theres a difference
Thanks user. Many of the tiles are still placeholders, as I've just been polishing the actual gameplay before I move on to fixing that stuff.
Almost done too. I'll be posting a demo once the main functions are complete, so keep an eye out if you're interested.
Which map would you choose?
It's a MP FPS inspired by Timesplitters, Quake, UT, Perfect Dark, Halo
more info / video
surrealdistractions.com
back to /agdg/ (or more likely the steam chat) you tumblr fuck
>muh feelings matter more than performance and readable code
>its fine to half ass everything!
Mall.
post your eyedeas
Still trying to fit in, kid?
>tells someone to leave
>add an "insult"
>the reason is "muh feelings" while projecting muh feelings all over the fucking place
Contribute or fuck off.
I'm satisfied with how combat is handled and it should be pretty stable. Now I have to add all the actual "game" stuff like inventory management, character view screens, and area transitions. For the most part its just polishing whats already there. It's nice seeing the game look more well put together, but its a lot of work for not a lot of gain, and I feel like I'm just procrastinating the major systems I do need to add.
i just made a gun that shots knifes
>back to /agdg/ (or more likely the steam chat)
what?
yeah you're saving fuck-all on performance. It's a 2D pixel art game. Even in a real game this would barely matter because it's only a check that happens once per frame. Half-assing it? Well if it worked for him it worked, and he released the fucking game so I don't see the problem
I would say Cemetery but it looks kinda retarded, so probably Mall or Area 57.
Graveyard has too much metal and neon for my taste, but that's just from the image.
I'd just try it out. Considering there's a checkbox to have it auto-update in real time, I can't imagine it's terrible.
idk why I linked your post.
Mall or foundation
That dude made 10s of millions of dollars
u havent made shit despite following """""""""""the coding standards"""""""""""
just code, it doesnt matter how pretty it is, as long as it works
I got nothing meaningful to contribute but I wanted to post anyways
from a performance standpoint? it's just fine
it's a sign that the code is ugly as shit though
it's a code smell -- sure, it could be fine in a given context, but it likely isn't in this one
GML might be kind of retarded, but I'm pretty sure most proper compilers use a jump table if they can instead of emitting code like
;big ass switch statement
cmp r0,#1
beq case1
cmp r0,#2
beq case2
;...imagine every case is filled...
cmp r0,#900
beq case900
which would be 900 fucking compares (this isn't any actual asm, I don't know x86 asm, this is similar to what it'd be like in 68k though)
a good compiler would do something like
;check if in range
cmp r0,#1
blt default
cmp r0,#901
bgt default
;jump
move jumptbl,r1
add r0,r1
jmp r1
which can be as little as 2 compares and an add if you're doing long, contiguous runs in your switch statement, and is almost always just straight up better, except with really short switches
GML has weird dynamic variables though, so I doubt it can make that optimization.
Yea thats bullshit in the realm of actual programming in a real language or 3d. It only takes one bug to get lost in ugly code
>just code, it doesnt matter how pretty it is, as long as it works
This is a dangerous thing to say because of optimization and code longevity
Zoom the fuck out, my good man. This is the problem with sonic the hedgehog
It's called a crossbow.
RPGmaker is on sale.
Worth it?
the only problem with using a giant switch statement instead of a table of functions/data is them all sharing a variable scope and if GML is dynamically typed then this doesn't matter anyway so there's not really anything wrong with it at all
True, but that will never happen in a case which is extremely self-explanatory.
I made a javascript game a decade ago with about 100k lines of code. Conditionals everywhere. Never got lost because descriptive function names.
no
its literaly a pistol that shots giant fucking thowable knifes
i have both normal and explosive crossbows already
No.
Guys I want to make a blacksmithing simulator where you actually have to do the smithing process and shit, can I do that in gamemaker?
Like the whole shebang from raw ore refinery to finished project, and use profits to uograde equipment.
It'd be mostly mouse driven, how does GM handle that?
Still waiting for the day GameMaker:Studio works on Mac and Linux
It's spelled knives. Unless you mean some other kind of dark matter ammunition pronounced kay-niffs that your character has to steal from a facility in the first level
sure why not? I'm sure GM has buttons
That sounds incredibly rudimentary. You should have no problem creating this. Good first game idea i think. Challenging yet dead simple.
Well not just buttons but like dragging and dropping physics objects (chunks of ore) into smelting pots and shit.
Idk if gamemaker is the way to go for this, I mostly just see people making sidescrollers...
The only thing GM really struggles with is 3D. Anything 2D is literally limited by your knowledge of the scripting language.
well since it'd be 2d you just check if the mouse is pressed, "grab" any object underneath the cursor, and then on mouse release, "drop" the object
you could do it in pretty much anything. even just plain javascript
>zoom out
I might, but I don't want to. But I might.
one thing I did do is make player movement a bit heavier and tighter, so you have more control at speed and can stop if you need to
and I haven't had any issues regarding visibility since I implemented a camera like the one in Sonic CD (might need to take a few more cues -- CD's camera doesn't recenter quite as much as mine) -- when I started, visibility was a definite issue since you'd accelerate to being faster than the S1 speed cap really quickly
>check what object is under the mouse on mouse down
>consider it grabbed, move it with the mouse
>check what object is under the mouse on mouse up
>it's going into pot ___
>do whatever
it's likely not that hard, mouse interaction in GM isn't that complicated at all
Awesome, thanks
Not when GMS is/was $1
Is GMS worth the dollar?
Do you get updates with the humble bundle version?
Ive been working on paint weights for an arm hand and fingers in Maya for the past week or so and the goddamn weights keep fucking up on me and applying to random spots. I've done locks and unlocks for the joint weights a million times and i'm not sure I can ever get weights that aren't awful
Im scared of getting involved with IK handles. Ive only done it once before and that was a train wreck
That makes two of us. The artist is working on mcs alt outfit but that's about it
I wish I didn't work as a programmer already. This could already be done by now
yes
it's straight up a full license for Studio Pro
Is there a way to code sprite animation in Game Maker so that I can have most/all of my sprites in one file and just call up individual frames to be played in any order I want?
Yes, image_index and image_speed.
Sprite sheet with an atlas lookup?
I'd like Sup Forums's help with some more level suggestions. I want the levels to be as diverse and unique as they can be.
youtube.com
music for your enjoyment.
...
Krinkle?
You still using SM64DD as a basis for your shit?
I said to fuck OFF tumblrinas. I'm a game dev, you're NOT.
Cool. So let's say that the idle animation is frames 0 to 4 and the walk animations are 5 to 13.
If I wanted to keep it from going to the walk animation and just make it loop the idle, would a line of code like this work?
if (image_index > 4) {
image_index = 0;
}
>I made a javascript game a decade ago with about 100k lines of code.
just fucking stop, holy shiiiit
more or less. I'm using the character controller that was originally used for it, but he has new animations, moves, and powerups. The levels themselves don't follow a star collecting route, but more of a "explore and get to the end of the stage" route.
Here's a level suggestion
>>>/reddit/
I'm getting some Shovel Knight vibes from your song... First half reminds me of Propeller Knight's stage. Sorry for comparing, but you got a rockin' tune.
Song in question: youtube.com
Pretty much, just experiment with it.
I remember you have Casino, grassy fields, and a spoopy mansion. Here's some more abstract ideas:
Cyber Tech Zone, circuitry lines everywhere.
Clock Zone, clock faces of all types, and you can use moving hands to get around.
Toy Box.
School supplies, notebooks, rulers, scissors, etc.
>ue4 and unity are now both free and better than ever
>unity's 2D workflow keeps getting better
>people here continue to shill >>>>gamemaker for some fucking reason
It's kind of boring, but I added customizable key binds and saving/loading settings from an .ini. So if you really wanted to play with this abomination of a key layout, now you can!
Still looking for artists.
The shoot = confirm thing is a workaround for gm's shit ass input system, since gm can't recognize if a function is binded to two keys or not (besides hard coded exceptions).
If there's an 'if speed = 0' or whatever to check your standing still, that should work.
I'm running out of ideas for things to add. Maybe I could improve the AI next? Or am I ready for steam greenlight?
Just Learned some of the basics of c# and am ready to do some basic tutorials on making Unity3D Vidya.
Golem village
Havest Moon MMO thing
2 more main features to be done, and i will have a prototype.
roughly 2 more weeks and i can start shilling here and working on filling up my game with contents!
can't wait.
any tips for first time shill?
i know i should have a twitter & tumblr to post progress.
shill at Sup Forums and /agdg/.
what else should i take note of?
Thanks, mate. It's completely expected for people to compare the music. I asked the composer to give the soundtrack a Shovel Knight feel to it.
Never go to /agdg/.
I'm and I forgot to give a level aesthetic suggestion. The underside of a floating island maybe?
>Am I ready for steam greenlight
I guarantee yours is more of a game than most of the shit on there
How about
Make it look like it wasn't fucking made in MS Paint
Where's your paint.net game
driftin.io
But I have no artistic ability whatsoever. I'd have to hire someone to draw something better.
Yeah, but you should make sure there's a check to see whether you're moving or not, if you want to make an extensive sets of animations you should also try to use sprite_index to have a lesser mess.
>Never go to /agdg/.
where else can i go to asks for solution of some technical problems then? user.
though most of them are crazy, some of them are sane enough to be helpful
>these guys posted on reddit saying they're hoping to get on greenlight soon
twitter.com
I don't understand why people seem to think "I made a game, therefore people must want to buy it".
Nice ideas. Expect these in the second world if all goes well
>twitter.com
>hey we're 6 dudebros from college that want to make a video game. gib money
greenlight is for when your game is already finished
>practicing low poly on blender
>mfw learning how to put skeletons and rigging
i can do textures and polygons
christ this is just another layer of shit to learn
and its fucking hard to comprehend
Oh, here's one more, a general sports level.
Dodge boxing gloves, and various sports balls, hockey pucks and sticks, etc.
>that's their own engine in C++
I could make that in vanilla JS in an hour tops.
I've already had 11 people buy my game, even though they didn't have to pay to play it.
I received a spark of inspiration regarding the combat in my online RPG so I'm back at it. Making MMOs is hard!
>My game levels
FUCK OFF PUNCHFAG