This game's got a lot of awesome going on. The gate is a neat concept; I sat there and let them queue up then wiped them out, one after another - but then they broke down the gate. Building the towers was cool (can the towers hurt me too? It looked like it, which adds a challenging dimension when friendly fire is possible).
bitlather
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I adore the alien jazz soundtrack, and the way you indicate health without a health bar. I also giggled at thinking what this would look like in real life, if society had built a country-sized cannon that looked like a USB stick. Would the propulsion of such a powerful projectile send the planet out of its gravitational pull? With more development time, that could be an interesting feature: don't let Earth get too far away from the sun.
It's clear you really paid attention to juice on this one. Bravo!
Awesome! Might I suggest starting one Z level up, so that when you click, something happens right away? At first, I thought it was broken. Also, this is most useful when you hold left click and then use WASD to drop tiles. I kept expecting to drop a tile where I clicked, instead of at the center of the screen.
This is a really sweet tool, but I can't open .pal files that work in other software.
UPDATE: I tried to open a PAL file I downloaded from lospec and it did not work (perhaps I modified the file at one point). But, the PAL I wanted ended up already being included with the download file, so I got what I needed afterall :-)
Here's the steps I followed in a new project in GMS2. I'm having a hard time figuring out what to do.
1. Make sure the following is checked: Game Options > Windows > General > Disable file system sandbox
2. Import a sprite named sprite0
3. Create a shader named shader0. Change nothing.
4. Import most recently released gmlive. Drag obj_gmilve into room0.
5. Import shader_replace_simple
6. Create an object called TestObject with create code:
shader_set_live(shader0, true);
live_shader_updated = scr_shader_reloaded;
Step code:
var hlsl_vertex_code = @"C:\Users\bitla\Documents\GameMakerStudio2\TEMP\Shader Replace\shaders\shader0\shader0.vsh";
var hlsl_pixel_code = @"C:\Users\bitla\Documents\GameMakerStudio2\TEMP\Shader Replace\shaders\shader0\shader0.fsh";
scr_shader_reloaded(shader0, hlsl_vertex_code, hlsl_pixel_code);
Draw code:
shader_set(shader0);
draw_sprite(sprite0, 0, room_width/2, room_height/2);
shader_reset();
7. Add the object to room0.
8. Create script scr_file_get_contents with code:
var s = argument0, v = argument1;
var b = buffer_create(string_byte_length(v), buffer_grow, 1);
buffer_write(b, buffer_text, v);
buffer_save_ext(b, s, 0, buffer_tell(b));
buffer_delete(b);
9. Create script scr_shader_reloaded. I didn't know what to do so this is blank.
10. Press play.
11. Change shader0's fragment shader logic by adding this line at the end of main:
gl_FragColor.a = 0.5;
12. Press save
13. Shader did not change in the game window
I bought and tried it out, starting with shader_replace_simple_demo.yyz.
I ran the project.
I clicked on the game window.
I selected "HLSLCompiler.exe" (note: the default file name in the open window is SLCompiler.exe so I can't just press Open without selecting HLSLCompiler.exe first)
The gray-ish screen that follows the mouse is now a vertical line instead of a diagonal line.
I tried to update the shader myself. I opened the directory that obj_test output to my console in its create event:
2.2.4.366 C:\Users\bitla\AppData\Local\shader_replace_simple_demo\
I tried to edit fout.shader or vout.shader, clicking the game screen, and seeing if the effects took place. It did not.
Is my understanding of what the demo should be doing wrong?
Great example code.
When I imported into GMS2 and pressed play, the console was filled with this message:
```
Draw failed due to invalid input layout
```
The first example doesn’t clip as expected; it draws the outline for a rectangle and an outline for the circle but that’s it.
The problem occurs in obj_clip_rect_shd’s draw event, on line: draw_circle(mouse_x, mouse_y, mouse_r, false);
I expected it was an issue with the shader; when I comment out that draw_circle line, I don’t see the error anymore.
In rm_clip_rect_shd, I noticed a “Compatibility_Colour” layer is created with a depth of 2147483600, which I think is out of range in GameMaker Studio 2 so I set it to 999. This alone did not fix the problem.
I deleted the Compatibility_Instances_Depth_0 layer, create a new instance layer, and dragged obj_clip_rect_shd into it. Still did not remove the console message.
Finally, I edited shd_clip_rect and discovered that commenting out the line:
```
v_vTexcoord = in_TextureCoord;
```
resulted in no warning messages in the console and the shader worked.
I updated GameMaker todo and, when I ran it, got a strange error:
___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Create Event for object WaterRockAnimatedTile: Variable WaterRockAnimatedTile.buffer_network(100992, -2147483648) not set before reading it. at gml_Script___lnc_const_decl_f13 (line 33) - gml_const_add("buffer_network",buffer_network); ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Script___lnc_const_decl_f13 (line 33) called from - gml_Script___lnc_const_decl (line 16) - __lnc_const_decl_f13(); called from - gml_Script_live_preinit_api (line 28) - __lnc_const_decl(); called from - gml_Script_live_preinit (line 111) - live_preinit_api();
This is the same thing that happened to me. I was trying to save in a Desktop folder.
I think this is more of the limitations with GameMaker. I recommend using INIs or checking if save was successful (it should return a flag). If it fails, show an alert message that tells users where they should save.
Also, not sure if you do this already, but consider saving the directory they last used in an INI and always default to that directory.
I saw this on your front page:
Some people are unable to save a .ppd project into the app root folder. To avoid this just save the project to another folder.
Just FYI, I was unable to save in a different folder, too. If this continues being a challenge (saving to a file in GameMaker is surprisingly difficult), consider trying to use an INI file instead. It's not as contained, but GameMaker has good support for INI.
Downloaded the raw particles - thanks a lot!
In GameMaker, the engine I use, it's easy enough to delete frames, so I don't think you need to take that on yourself. I just like the randomness and compactness that you get with your own particle system over sprites. I'm looking forward to playing with these - might take a few weeks to get to resolve all my current to-dos, but this looks like an excellent pack.