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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 08:39:03 PM

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1  Developer / Technical / Re: How to prevent false malware detections on: March 15, 2015, 06:09:57 PM
Check out this thread: http://stackoverflow.com/questions/252226/signing-a-windows-exe-file

Seems like it has a few solutions.
2  Developer / Technical / Re: Custom Palette in Game Maker? on: March 15, 2015, 06:07:08 PM
What version of GM are you using? IIRC, custom color palettes was a feature that was (or is) supposed to be implemented into Studio at some point.  Concerned
3  Developer / Playtesting / Re: Caelis [Pre-Alpha] on: March 08, 2015, 02:06:47 PM
It keeps crashing after 5 seconds of gameplay. I go to the right, jump, and then the game crashes while the character is in mid-air.
4  Community / DevLogs / Re: Tikotep Adventure on: March 08, 2015, 02:02:00 PM
The pixel art looks amazing! Do you have a targeted release date and if so what platforms?
5  Developer / Technical / Re: Unity 5 Free version gets Pro features on: March 04, 2015, 05:38:51 AM
Wasn't Unity already like this? I ask because I don't think this changes anything...
6  Developer / Technical / Re: Unreal Engine 4 is now available to everyone for free on: March 03, 2015, 06:31:20 AM
Now there's no reason for anyone who's been thinking about getting into 3D game development to do so.
Yeah, now we'll get rid of all pesky 3D games. c;

Oh no, my bad! Cheesy I fixed my original post.
7  Developer / Technical / Re: Combo System animation on: March 03, 2015, 06:25:47 AM
The combo system that you've implemented is very good! However, I don't think it's suitable for going to the next animation after the previous one ends because the way it's set up will make it so it immediately switches animations when the attack key is pressed.

As for ending the animation before displaying the next sprite, I think it would be confusing to the player because it would make them feel like that their input to attack would be 'delayed' because the previous animation is still playing. Of course, this shouldn't be a problem if the animations are quick!

If you still really want this, however, I think the best way to implement "animation fluency" I'll call it, is to check if the image_index of the current sprite is equal to the number of the last frame (e.g. if there are 8 frames, the last frame would be 7). If so, then set the new sprite.
8  Developer / Technical / Re: Unreal Engine 4 is now available to everyone for free on: March 03, 2015, 05:29:42 AM
This is definitely a step in the right direction for Unreal. Now there's a good reason for anyone to get into 3D game development. Good move on their part!
9  Developer / Technical / The lazy programmer room on: February 16, 2015, 05:04:47 PM
Had an idea for something but decided to program it lazily? Post it here!
10  Developer / Technical / Re: What do game developers mostly use to develop games for Steam? on: February 06, 2015, 09:33:45 PM
I haven't published any games for Steam yet, but I'd have to say that GameMaker is a fantastic tool for quickly making 2D games and "getting it out there." In fact, I believe GameMaker finally has integrated support for the Steam API, so there should be no issues there! Smiley
11  Community / DevLogs / Re: Eyeball Smasher - Arcade bloodshed on: January 10, 2015, 06:09:45 PM
I love that filterish effect you have going, especially over the title. Do you mind if I ask how you did it?

If I had to guess, it's probably a scanline/screen shader.
12  Community / Townhall / Surreal Science - Propel yourself with a shotgun to solve mazes! on: December 26, 2014, 03:18:40 PM
Greetings!

My name is Craig and I develop games under the name Snowstorm. I've just released my newest game "Surreal Science." It's an action game with platforming, shooting, and puzzle elements combined into one. It also contains the aesthetics and atmosphere of the game Portal (one of my personal favorites and an inspiration).

In the future, you are Test Subject #078, participating in Project Shotgun-mania at National Aerodynamics Facilities. Propel yourself with a modified shotgun called the S-Gun Model 2 to solve the mazes. A friendly artificial intelligence with guide you throughout the test.

----------------------------------------

DOWNLOAD LINKS:

Direct Link - https://www.dropbox.com/s/op7t25cfgh5s64q/Surreal%20Science.exe?dl=1
GameJolt - http://gamejolt.com/games/action/surreal-science/42239/

The game is currently Windows only but I plan to release the game on Android and possibly Mac OS X.

SCREENSHOTS:

http://imgur.com/a/v9BDJ (These were taken from the beta version, but not much has changed graphically)

----------------------------------------

Thank you for your time and I can't wait to hear back from you all!

Craig
Snowstorm
Website: http://www.snowstormgames.com
Twitter (@snowstorm_games): http://www.twitter.com/snowstorm_games

13  Community / DevLogs / Re: Surreal Science - Propel yourself with a shotgun to solve mazes! on: December 26, 2014, 03:10:38 PM
And Surreal Science is online for download!

Thank you to everyone who left feedback and supported development of this game.

Download links:
Direct Link - https://www.dropbox.com/s/op7t25cfgh5s64q/Surreal%20Science.exe?dl=1
GameJolt - http://gamejolt.com/games/action/surreal-science/42239/
14  Developer / Technical / Re: What kind of tutorials would you like to see? on: December 25, 2014, 10:30:37 PM
A pixel-perfect scaling tutorial, for fullscreen and windowed, using very detailed explanations that a noob could understand. Something not obsolete.

Would it work to design your game at a low resolution (e.g. 400x300), turn off interpolation, and use some code like this to toggle fullscreen/windowed mode?

Code:
if window_get_fullscreen()
    window_set_fullscreen(false);
else
    window_set_fullscreen(true);
15  Developer / Technical / Re: PJPlatformEngine - a super smooth & easy to use platform engine. on: December 25, 2014, 10:19:39 PM
I would just like to comment that this is the best platforming engine I have seen so far.
Thank you for sharing this with the community!
16  Community / DevLogs / Re: Surreal Science - Propel yourself with a shotgun to solve mazes! on: December 23, 2014, 06:17:15 PM
Surreal Science is finally in beta!

Here's the download link: https://www.dropbox.com/s/foq2g78m45yve0f/Surreal%20Science%20Beta%201.exe?dl=0

If you find any bugs, please leave a reply in this thread. You don't need to email me like the installation says (I had no idea what I was thinking when I wrote that). Thank you!
17  Developer / Technical / Re: What kind of tutorials would you like to see? on: December 21, 2014, 10:59:09 AM
It'd be nice to see more GM tutorials that are confined to the visual tools for people who don't want to mess with programming yet.

So more drag-and-drop functions and less GML?
18  Community / DevLogs / Re: Surreal Science - Propel yourself with a shotgun to solve mazes! on: December 19, 2014, 01:04:42 PM
DEVLOG #8

The game is nearly feature-complete. As soon as I implement a couple things tonight (12/19) then I'll start beta testing tomorrow.

Here's the schedule for beta testing:
  • Developer Testing - 2-3 days
  • Open Beta Testing - 2-3 days
  • Final Bug Fixes - 2-3 days (depending on amount of bugs)
  • Distribute!

Distribution will take roughly a day to complete (updating my website and all). I do plan to make an Android port of the game and possibly a Mac port, depending on the level of interest.

Here's some screenshots of what the final game will probably look like:

TITLE SCREEN


INTRO/TUTORIAL LEVEL


LEVEL 7


A LATER MAP


CUBE GRABBING MECHANICS


Here's some larger screenshots for those who are interested:
http://imgur.com/a/v9BDJ

I think if I have extra time I want to look into implementing shaders. Maybe some bloom or motion blur; not really sure yet.

Keep you posted,
Craig (Snowstorm)
19  Community / DevLogs / Re: Shotgun-mania! - Propel yourself with a shotgun to solve mazes! on: December 15, 2014, 05:16:55 PM
I know you are far away from the polish stage, but adding some smoke particles will really help to see the direction you're being launched in.

Do you mean like this? Or did you mean directional particles?
(sorry for the low quality)

20  Community / DevLogs / Re: Shotgun-mania! - Propel yourself with a shotgun to solve mazes! on: December 14, 2014, 03:19:03 PM
I know you are far away from the polish stage, but adding some smoke particles will really help to see the direction you're being launched in.

As a matter of fact, that was on my to-do list! :D
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