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81
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Developer / Technical / Any good joypad support for GameMaker?
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on: April 13, 2013, 10:35:15 AM
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I've been looking around for a way to make a game playable with a NES usb controller I just got in the mail today, but I'm having no luck finding anything that works well. Is there some simple explanation on how to make GameMaker recognize the controller?
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84
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Community / DevLogs / Re: Duel of the Disks- A local multiplayer minimalistic fighter
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on: March 30, 2013, 12:22:21 PM
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Gah! Ran across an annoying bug where player 2 can only sometimes shoot its disk up or to the left. This'll be a weird one to fix...
EDIT: Aaaand fixed. Just had to delete the second player, duplicate the first player, and then edit the duplicate first player into the second. Should be working fully now.
EDIT EDIT: removed broken image link
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87
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Community / DevLogs / Duel of the Disks- A local multiplayer minimalistic fighter
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on: March 30, 2013, 08:27:40 AM
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Duel of the Disks is a game I've had sitting on my computer for a while now, and it's probably a game that I should finish. So, I've decided to do that. DotD is a 2D fighting game along the lines of 0Space and Samuri Gunn. Each player has a disk, and the goal of the game is to use said disk to destroy the other player. The basics for it are all in place, I just need to add stages, polish, etc.
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90
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Community / DevLogs / Re: Trash TV - Steam Demo Available!
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on: March 29, 2013, 11:46:49 AM
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Am downloading the demo right now from Steam. Will leave some impressions in a bit!
EDIT: Huh, a LOT more puzzlyness than I would have thought, which was refreshing. Quite interesting and fun, though a little on the short side.
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91
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Community / DevLogs / Re: Ending
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on: March 29, 2013, 07:16:41 AM
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How are the allies controlled now? Do they just move at random? I wasn't really that sure when I encountered them. I actually thought at first they were directly controlled by the player, so I would say that would be the way to go.
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92
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Community / DevLogs / Re: Fancy Skulls (FPS roguelike)
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on: March 24, 2013, 07:49:49 PM
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Game is looking pretty sweet! I already really love the art direction! One quick question; are you planning on including elevation/ramps/etc for each room, or will they remain flat?
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94
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Developer / Technical / Re: Deactivating objects outside of the view in GameMaker?
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on: March 24, 2013, 01:27:07 PM
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Wow. Simple mistake made by a tired person.  instance_deactivate_region(view_xview[0], view_wview[0], view_hview[0], false, true, true); instance_activate_region(view_xview[0], view_yview[0], view_wview[0], view_hview[0], false); The bits of code were cancelling each other out. Now I can actually get on with it!
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95
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Developer / Technical / Deactivating objects outside of the view in GameMaker?
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on: March 23, 2013, 12:58:57 PM
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Hey all! I'm starting the 1GAM (a bit late) and I've decided to make a pacifistic Zelda with an emphasis on discovery like Starseed Pilgrim. My plan it to create a large room to contain all the objects, and I'm using this bit of code in the step event so the view works like in Zelda: //View Transition if x>view_xview+view_wview{view_xview+=view_wview} if x<view_xview{view_xview-=view_wview} if y>view_yview+view_hview{view_yview+=view_hview} if y<view_yview{view_yview-=view_hview} Objects in the game will continually issue out different sounds and notes, and I only want the objects within the view to do so. I tried using this coding from http://forums.tigsource.com/index.php?topic=3747.0 but it seems to give me an error: instance_deactivate_region(view_xview[0], view_wview[0], view_hview[0], false, true); instance_activate_region(view_xview[0], view_yview[0], view_wview[0], view_hview[0], true); I have to insert a true or false to the end of the first line of code. It fixes the error message, but it doesn't seem to change anything in the game at all. Any ideas on what could be going wrong? This seems like it should be a simple fix...
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96
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Community / DevLogs / Re: The Curious Expedition (former Terra Incognita)
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on: March 22, 2013, 02:45:46 PM
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Love the idea of moral choices and consequences! I think the gui elements in this picture clashes too much with the tiny sprites. They pop out too much and the styles do not match since the characters do not have outlines.  Kinda agree here. Maybe a more dulled outline? Or the outline matching up with the HUD element (Ex: Green HUD, green outline, etc). It's all still very likely to change anyways. EDIT Oh, and I concur that a gentlemen mode would be very splendid.
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99
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Community / DevLogs / Re: Ending [Puzzle Roguelike]
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on: March 21, 2013, 06:39:41 PM
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69p till the first update I think. (or get your ass on my testflight team for some codes)
Still needing some peeps for testing it? I'd be willing to test (or buy, or test and buy).
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