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acdgames

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A member registered Jul 16, 2019

Recent community posts

I purchased this a bit ago, but I've run into a bit of an issue- it almost feels like each pixel of even her first idle sprite uses a different indexed color. I am trying to use this character with "Palettes" in a video game, which requires me to index all the colors for modification, but I'm worried there are too many. Do you have any suggestions by chance? If not I understand, this is a very good asset in any case!

I greatly apologize for that delay: and interesting tidbit, actually. I have only used 'i' for local variables or a relavant title because of some mental carry over from RPG Maker.


That aside: You're a god. I just moved the code to be:

for(var c = 0; c < WID_MAX; c++){

if(playerweapon_has(c)){

if(include_weapons_we_have){

var ups = global.weapon_data[c][pstat_POSSIBLEUPGRADES];

for(var d = 0; d < array_length(ups); d++){

if((global.weapon_upgrades_obtained[c][d]  < global.weapon_data[c][pstat_POSSIBLEUPGRADES][d][dbupgd_MAXUPGRADES]) || allow_surpassing_max_level){ //Can we upgrade it further?

At the top of that function and it seems to be working perfectly. Now I'm just going to add some text to show the current 'level' of that upgrade for visual clarity. Thank you so very much for helping me out and your patience.

I apologize for the very long delay in reply, but I ended up frustrated and giving up on the project due to not being able to get it working. Trying it again now, I believe I managed to create the 2D array properly wit the following:


global.weapon_upgrades_obtained = array_create(WID_MAX,0) //Number of upgrades for each weapon in the game

//global.weapon_upgrades_obtained = [array_create(WID_MAX,0),array_create(PWD_LOCALDATA_MAX,0)] //Number of upgrades for each weapon in the game

global.passive_upgrades_obtained = array_create(PID_EX_MAX,0) //Number of upgrades for each passive in the game

//Properly Initialize Var

for(var i = 0; i < array_length(global.weapon_upgrades_obtained); i++) {

    global.weapon_upgrades_obtained[i] = array_create(PWD_LOCALDATA_MAX);

}



But now the line that is:

if((global.weapon_upgrades_obtained[c][d] < global.weapon_data[c][pstat_POSSIBLEUPGRADES][d][dbupgd_MAXUPGRADES]) || allow_surpassing_max_level){ //Can we upgrade it further?


throws me an error about local variable 'd' not being found, which makes sense since its not initially until the loop starts beneath that line of code.

(1 edit)

Thank you for all your responces. I THINK I am following along so far, but the last element of Section 1 is throwing me off. What are you refering to be 'second term' in that function? Its not the argument I assume, so I'm not sure where to place that code. I've tried placing it as the second argument and setting 'include_weapons_we_have' to `global.weapon_data[c][pstat_POSSIBLEUPGRADES][d][dbupgd_MAXUPGRADES]`, but this does not work.


Edit: If by second term you meant of the initially referenced line, I changed it to the following:

`if((global.weapon_upgrades_obtained[c] < global.weapon_data[c][pstat_POSSIBLEUPGRADES][d][dbupgd_MAXUPGRADES]) || allow_surpassing_max_level){ //Can we upgrade it further?`

and got the following error, just in case

___________________________________________

############################################################################################

ERROR in

action number 1

of  Step Eventobj_player

for object parent_collectibleitem:

Push :: Execution Error - Variable Index [14] out of range [2] - -5.weapon_upgrades_obtained(100135,14)

 at gml_Script_playerweapon_randomly_pick_some_random_upgrades (line 97) -                             if((global.weapon_upgrades_obtained[c] < global.weapon_data[c][pstat_POSSIBLEUPGRADES][d][dbupgd_MAXUPGRADES]) || allow_surpassing_max_level){ //Can we upgrade it further?

############################################################################################

gml_Script_playerweapon_randomly_pick_some_random_upgrades (line 97)

gml_Script_ics_exp (line 23) -               playerweapon_randomly_pick_some_random_upgrades(3,true,true,global.player_level >= 3,global.player_level >= 3,true,false)

gml_Object_parent_collectibleitem_Collision_obj_player (line 3) -               collection_script()

Thank you very much for your reply. If I may, I have another question. There are two things I want to do and I'm hoping you can help:


1) I want to be able to make each individual upgrade for weapons be the 'MaxUpgrades' amount rather than the sum of the upgrades. For example, let's say the default sword has a MaxUpgrades of 5. I could get 5 Whetstones, but no other upgrades. What I would like to do is be able to get 5 Whetstones, 5 Regimen, 5 Rage, ect.

2) This is a weird one. I see that you can use TriggerScripts for Weapon Upgrades, but I don't see examples for its usage, in weapons at least. What I wanted to do was max a unique upgrade for a weapon: Once gotten, it gains the ability to pierce, and then removes that upgrade from the potential future upgrades(as obviously you can't stack a true/false). I don't really see how to assign a variable to a specific weapon during a run, could I ask for your help?

Back again as I am working on this more...question. Is there an easy way to implement a pause button? There doesn't seem to be one, though obviously I know the game CAN pause when you get  a level up for instance. What would be the quickest way to setup a "Press Button to Pause, Press again to Unpause"?

Interesting that they happened to announce that today, what odd timing. So I downloaded the current beta for GMS2 and was able to open the project, edit files, ect.  I exported everything in the project into a local package- but trying to import it into an LTS project makes the program hang infinitely. The reason this is unfortunate is because I was hoping to make use of this engine as a Mini-Game within my main project which uses LTS.  I hope the update at the end of the month will make some magic happen somehow, until then I'll tinker around with it in the GMS2 BETA and just hope! I'm getting a feel for it and I really like how easy everything is to edit, as always, well done!

Oh, that is interesting, and a bit unfortunate. I mostly stuck LTS since I thought it would be future proof as they described and I wouldn't have to deal with future version updates for the engine. Is there any chance there is some manner of converter for the project format? If I'm screwed I can probably just download a more recent version of GMS, I'm just hoping to avoid it if possible. I definitely understand it's not your fault though, unfortunate that LTS was broken as a 'stable' version so quickly though.

So I bought the engine, but have a weird issue: I cannot get the source code to work...at all. I get prompted to create the folder, and it appears to do so, but I just get taken back to the start screen of GMS2. Trying to open  the created project file says that it failed the load the project. I'm using the GMS2-LTS, so I don't understand why I'm having issues with this project but no others. Anything come to mind?

Thank you very much. What is the purpose of each stat, however? As someone unfamiliar with the Dark Souls games in depth, are they identical in functionality? When I search for the stat names they seem to be used in various places, but some are a bit ambiguous such as Luck and Faith.

Thank you very much for answering my questions. I'm sold, and I just purchased the engine now actually.

Now directly contrasting my previous questions, which script contains the data used for customizing the Character Customization to add or modify the options? Also, what is or where can I find the formula for damage calculation? Everything in the editor is very neatly organized, I'm just a bit lost, sorry.

Sorry if this is something you answered alright and I misunderstood, but by static player appearance, does that mean I can entirely bypass the character creation at the beginning entirely?

Hello! I had a question- would it be possible to remove the character customization element so that there is a singular character player? And on that note, can I remove the skeletal system to use default sprites instead?