Yeah! ^w^ We do want to have a bit of a difficulty ramp, but ideally, the really tough challenges are all going to be optional or made easier with the upgrades.
cookiedraggy
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OP is right, and that would be great! Usually people have two types of aseprite files: Some with slices, but single or very few frames. These are mostly for static sprites. And for animations, people use a smaller canvas, but use tags to separate animations. I'd be happy to send over some Aseprite files for you to study, too, together with the .yy's you need for the bug hunting. ^w^
Hi! Wow that was quick! :D
I wanted to jump right in but I only had time for a quick test yesterday. I will poke it some more during this week, but here's my findings so far:
My sprites now stay in the folder, which is great! The origin also seems to stay where I put it! :D
Some other settings still get overridden.
- Texture Atlas was back to default
- FPS for all sprites were set back to 30
Maybe this could work: If settings are set to "grab defaults from gmlink_base", only use them for initial creation of the sprite and then leave them as-is, as to not overwrite modified values. If the user wants to reset them to default, all they'd have to do is delete the sprite and re-export it, and it will get recreated using the gmlink_base defaults.
What I haven't tested yet, but what I use a lot in my game is actual 9 slices.
There also seems to be a small issue with the collision mask: The mode is set to Automatic and Rectangle, but the mask covers only the pixel in the upper left corner. When I switch the mode to manual and back to automatic GM will update it properly. This also seems to be overridden with each update to the sprite. My guess is, because gm_base is empty, the bounding box is calculated based on that and then applied after the art is added.
If I set the bounding box to manual, the values will not be overridden, which is great!
And a tiny improvement idea I had for lazy people like me: It would be really cool if we could define a standard file name prefix in the settings window, such as "spr_"! :D
Thank you for your hard work, and I am very flattered you're addressing my feedback!
Have a great start into the week!
This tool is amazing! Great job, it is exactly what's been missing in the GameMaker space!
I would start using it immediately, but there are a few things stopping me from adopting it:
I prefer setting the origin inside GameMaker using "Middle Center" for most of my sprites, because the size might change later and I don't want to calculate it for every sprite. My game has hundreds of little decorative sprites and managing the meta data inside Aseprite slices for them would be quite tedious. Inside GameMaker I can select multiple sprites at once and set Texture Atlas, Origin, Frame Rate etc. via the Inspector.
Unfortunately GM Link overwrites these settings with each update of the art, even if I choose not to use any of the Aseprite metadata.
It would be great if the tool could detect if the sprite already exists inside of GameMaker and update only the graphics and dimensions, keeping the rest of the settings in tact (unless the user chooses to overwrite it with Aseprite metadata).
The same goes for folders: Once the the sprites were created, I moved them deep into my folder hierarchy which is organized by biomes and further sub-groups like foliage, props, negative space, etc. Replicating that structure for every slice would be very tedious.
If a sprite already exists and has been moved to a folder, it would be awesome if it would stay put if no path has been specified otherwise in the Aseprite slice.
For small projects or if you use this from the beginning, it would be amazing!
If it was a little more flexible for different workflows like mine, I would use and buy/support this in a heartbeat! It's exactly what GameMaker needs because updating existing assets is a big headache!
Cheers!
Hiya! At some point I am going to update the public demo here. It was always meant to be free - the price tag was put on it because I had to do it to take part in itch.io bundles, which I have stopped doing ever since I realized how itch.io commerce system works and it was very misleading both for players and for myself. Your money is not wasted, tho. If you send me your invoice and how to contact you to cookiedraggy@gmail.com I will put you into a list of people to notify about Steam keys. When the game launches fully I will be in touch.
Hi there! Sorry for the late reply. Itchio used to notify me about new posts here, but somehow it stopped and I fell out of the habit of checking here.
Anyway, to answer your questions:
The kobolds have the same message yes - it was part of an easter hunt event. You can still try to find them all for fun, but there won't be a reward anymore.
The werewolf fight is a bit too hard, noted, I will tone it down some.
The "pouncing contest" room is going to make a comeback, but I want to put it into a different area with the redesigned levels.
In the Create-event of my object for water I set the sprite for the top of the water to live like so: sprite_set_live(spr_water_top, true);
The game starts when I run it and after a few seconds, the 9 slice gets stretched out instead of repeating like it does without live reload.
The sprite is setup as follows if that makes a difference for the bug: All guides are set to 0 and the center slice is set to tile mode "repeat".
I am referencing specific named instances in code.
After I do some changes in the code and restart the game, the instances cannot be found anymore.
Error I get: [GMLive][23.12.2023 10:26:38][ERROR] Runtime error: [error] ref instance 103612 (obj_some_obj) does not have a variable `inst_cutscene_move_target`.
I reload the game via game_restart()
Can confirm it also happens with the latest version. I also tried clearing the GM IDE Cache (both roaming and locallow) to check if it makes a difference. It only happens when AseSync is adding a completely new sprite. GameMaker wants to reload the project and when it is done, the Texture Groups are missing.
At the moment there is a big difference, but also note that the game changed quite a bit. We're still working on a new public demo to better represent the patreon build. Lewd content wise everything is still the same except enemies don't grapple you anymore - instead the player initiates the lewds. There are quite a few new animations as well. The world itself is getting an overhaul as I hired an environment artist to help with the art needs and we upped the resolution and introduced new movement options.
Haha sorry I wish I could do more, but it is a lot of hard work and I want to finish the game at some point ^^ If you are interested in a similar game with a male protag, please check out my friend's game: https://yuudainao.itch.io/yuudai
It only just started development, but it is very promising!
You can leave the temple by following the path. In the room with the long fall with the water at the end, you can follow right, go through the doorway (into the backwall). If you follow that path you will get back to the lower temple levels. From there you can leave the temple the way you came in. ^^
We don’t have a definite release date for when we’re going to update the public demo, but our plan is to put one out this year, after we’ve added a certain level of polish to the overhaul.
If you compare the two versions right now, content-wise, the overhaul is kind of lagging behind. Meaning, we haven’t put everything back in yet, that was present in the old version. This is because we’re making the new levels and we have to add the CGs back in at their new “homes”.
Once everything is at a point where we feel like the overhaul represents what we’re going for with Kincaid going forward, we’ll put together a new public demo.