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891070 Posts in 33520 Topics- by 24765 Members - Latest Member: Koobazaur

June 18, 2013, 07:34:14 PM
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Pages: [1] 2 3 ... 126
1  Developer / Technical / Re: Top-Down Diagonal Walls on: June 08, 2013, 02:05:01 AM
Diagonal walls, not ramps.
2  Developer / Technical / Re: Melee attack game maker on: June 02, 2013, 03:26:56 AM
Make the object snap to the player every frame. You can also match the speed so it doesn't trail by one frame.
The problem with using distance is that the punch then becomes a circle around you, which is practically the same as making the player hurt enemies on contact, just with more range.
3  Developer / Technical / Re: Images that look different when zoomed in on: June 01, 2013, 12:09:36 AM
http://www.lagom.nl/lcd-test/subpixel.php
4  Developer / Indie Brawl / Re: Indie Brawl: Main Characters on: May 26, 2013, 01:28:59 AM
For a Skullgirls character I would vote Ms. Fortune for having the most unique playstyle.

I like the idea of Issac as a character but he has the opposite of the usual problem in that he has too much to draw from.

Bombs are obvious. We probably want to use normal tears as well.

Here's some items that would work well. (With links.)
Mom's knife used for melee as there isn't much melee-esque stuff in the game.
Ipecac
Bob's Rotten Head
The dash move from A Pony
The Candle is very iconic as being the one of the best items in the game
Brimstone would probably work better in game than Technology with the charge up, although tech is probably more iconic.
Halo Of Flies would be good as an item. (not an attack) I would make it start with the full three and have them die after blocking a projectile. (unlike in BoI)
Guppy's Hair Ball as another melee possibility.
Little Chubby maybe?
Holy Water sucks in BoI but would work well here.


Some sort of rabdom move would be good too, as the game is very random.
A random tarot card move would be cool but way too much work.
A 3 Dollar Bill move that gives his standard tear attacks a random "buff" for a short time would be cool and it shouldn't be too hard to do.
5  Developer / Technical / Re: Help with random() for roguelike on: May 23, 2013, 02:28:52 PM
I've used gamemaker for a long time and I've never seen this.

Anyways:
In the gamemaker help file it says randomize() sets the seed to a random number. If you are getting the same random numbers wouldn't this seed it the same every time and be pointless?
6  Developer / Technical / Re: Melee attack game maker on: May 23, 2013, 01:58:57 AM
You can make the hitbox object invisible and overlapping the foot that's kicking. Then you can edit the character's sprite's hitbox ("Modify Mask") to not include said foot during the attack animation.
7  Developer / Technical / Re: Melee attack game maker on: May 19, 2013, 04:11:31 PM
You will want to make a separate object for the attack's hitbox, and make the player's hitbox not include the weapon (or limb). If an enemy touches the attack object it gets hit.
8  Developer / Finished / Re: Fez on: May 12, 2013, 02:32:06 PM
I forget what one of the qr-code alt puzzles was but I know two of them don't require newgame+.

Also about the codes: Numbers and key presses aren't too difficult to figure out, and you don't need to figure out the letters.

The shortcut doors made navigating a bit easier but they are a bit hard to find.

The secret newgame+ bonus makes navigating a piece of cake but kinda feels like cheating, and the game doesn't tell you about it at all.

Also the red hearts are dumb. (Red heart spoilers:)One of them is supposed to be really hard but if you interpret it the wrong (and most obvious) way you get the right answer anyways. One of them requires the letters and is still silly afterwards. One of them doesn't even have an in-game way of figuring it out.
9  Developer / Finished / Re: Fez on: May 05, 2013, 12:41:28 AM
You can 100% complete the game and get all the trinkets you can get without the QR codes.
10  Community / Get Togethers / Re: The Toronto Game Jam 8 will be held May 3 - 5 on: May 04, 2013, 11:43:16 AM
Hey, your avatar looks just like the shirt of someone I just had breakfast with.
11  Developer / Finished / Re: Fez on: May 02, 2013, 01:15:33 AM
There are a lot of hidden shortcut doors that only open after visiting the rooms on both sides, although I had beaten most of the game by the time I noticed them. Also after a certain point you can just skip all the platforming if you feel like it. (and know how)
12  Player / General / Re: TIGSauce's most epic posts on: April 27, 2013, 02:12:21 AM
A traveling merchant went to the home of a village elder one night, knocking on the door furiously.  When the old man opened the door, he appraised the merchant with a look of recognition and implored him:

"Please, come in, have a seat, enjoy some stew I've made."

The merchant, in a huff, ignored the plea and began to vent.

"Elder, many times have I come to this village to display my wares.  A year ago, I brought exotic inks and brushes, and was ignored.  Last summer, I came with beautiful tapestries, and yet none gave them a second look.  In the winter, I sought an apprentice to teach my trade to, and none offered.  In the spring, I came with a cart of wholesome grains, and they fermented in their bags for want of being purchased.  And today I come again to your village, seeking to open a stall, perhaps to better learn the ways of this village, and yet none would assist me in this endeavor.  So I ask you, though I have visited this place many times, and found no quarrel; what must I do to not be cast aside like a stranger?"

The elder, looking up from his meal, simply implored the merchant once more:

"Please, come in, have a seat, enjoy some stew I've made."

And the merchant was enlightened.
13  Developer / Technical / Re: Deactivating objects outside of the view in GameMaker? on: March 24, 2013, 09:47:15 PM
It only appears to be working fine because it's not deactivating anything (or possibly just very little) due to the height being 0, (false = 0) and you can't see outside the view to know stuff's not deactivated.

I would recommend setting up a second view showing a bigger area for testing.
14  Developer / Technical / Re: Deactivating objects outside of the view in GameMaker? on: March 24, 2013, 07:25:50 PM
You don't have a view_yview in the first line of code.
15  Developer / Technical / Re: Doors, rooms etc. on: March 09, 2013, 05:38:35 AM
Don't use global variables because then you can only have one door in each room. Use creation code on the doors to set regular local variables and then do something like:

door = instance_place(...)
if (door && keyboard...)
{
    x = door.XX
    y = door.YY
    etc.
}

Instance_place returns the id of the object (and -1 for no object) instead of true or false. You can use this id to reference the object and get at its juicy variables.
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