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easygamemaker

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A member registered May 23, 2020 · View creator page →

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(1 edit)

Updates in this version:

  • Allowing to create multiplayer games with the new Multiplayer extension.
  • Improvements in user interface.
  • Added new expression category: String.
  • Added 6 expression types for the String category: Random string, To lower case, To upper case, Substring, Slice and Length.
  • Added new expression category: Loop.
  • Added new expression type: Loop variable.
  • Added new expression category: Keyboard.
  • Added new expression type: Current typed character.
  • Added new event condition "On ANY key down".
  • Added new loop type: Custom (advanced).

I didn't understand what you mean when you say "copies itself without needing to indicate the block number".

When adding the objects/blocks in the level, you can click on "grid setting" to configure the grid size. Then, you just need to drag with the mouse to add multiple copies of the block. You don't need to indicate any block number, just select the object type that you want (in the left panel) and click in the position in the level you want it to be created.

To make copy of an object, you can click on the object in the map, with the "select tool", and then click the "clone" button. Similar thing if you want to edit, or delete.

You can just ignore the list of objects in the right panel, if the map is very large, with hundreds or thousands of objects. It's easier to just click in the object in the map, to edit, delete or move the object. 

The Ship direction in your sprite is not syncronized with the object angle.

In the event action "aply force to object", try replacing the "angle" expression with one of these:

$Ship.angle + Math.PI/2

$Ship.angle - Math.PI/2

-$Ship.angle + Math.PI/2

-$Ship.angle - Math.PI/2

Math.PI/2 is equivalent of 90º.

Hello.

You can create "invisible arrows" and when an enemy collides with an invisible arrow, make it move in the arrow direction.

Something like the image below:

The visual script for that will be something like show in the image below:


To make the arrows invisible, set the "alpha" attribute to "0":


Hello, VintageGamerC64.

You have 2 options to do that.

Option 1:

When creating the explosion animation, just disable the "loop" checkbox, so the animation will not repeat endlessly. And use a transparent image for the last animation frame, like was done in the Copter game.


Option 2:

Another option is to create an object variable, for the elapsed time. Add 1 to the variable on animation frame. And add a condition, when elapsed==5 (or the number of frames in the animation) then remove the object.



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To export to JSON format, click on the "Export" button, and then click in the "Download JSON".

To send me the JSON... I think it's not possible to send attachments here in "itch.io", but you can send me in Discord (https://discord.com/invite/2ueUqGBMYE). Or you can send it to Filebin (https://filebin.net/) and share the URL here.

You can create the priority rules with the visual scripts.

If you want you can send me the JSON of your game in the EasyGameMaker Discord channel, that I can check and try to help.

Thank you very much! There are many tutorials on the EasyGameMaker YouTube channel, that may help learning how to use the engine.

You can use variables. For example, when press the punching key, change animation to punching, and also set the variable "punching" to true. Then, in the collision, check if the variable "punching" is true. When the punching animation finishes, set the variable to false.

If you need the collision to be only in the player hand, instead of the whole sprite, you can create an invisible object, and always set its position relative to the player position.

Thanks for the suggestions. I will implement undo/redo and copy/paste of visual srcipts with shotcuts in the future.

Updates in this version:

  • Adding option to create constraints between objects with Matter.js physics engine (fixed distance between objects) in the level editor.
  • Adding new event action: "Add constraint" (fixed distance between objects).
  • Adding new event action: "Is button down".
  • Adding new event action: "Draw arc".
  • Adding new math expression: "arctangent".
  • Adding new library images and categories.
  • Adding "alpha" attribute to all event actions of "Drawing" category.
  • Adding "mouseButton" attribute to event conditions "Click on object" and "On button click".
  • Allowing to select, delete and move multiple elements in the level editor.
  • Allowing to change object angle in the level editor (only for objects with Matter.js physics engine).
  • Enabling again the option to view the Javascript source code of visual scripts.
  • Disabling grid rendering automatically in level preview when zoom out is too much.
  • Improvements in visual script debugging.

Hello 9DB7, I just published a new engine version, and implemented the "is button down" event action that you requested.


I also implemented many new features in this engine version.

Thanks for the suggestion.

I played several minutes both on Firefox and Chome and still not able to reproduce the FPS drop. 

I took a look at the visual scripts and didn't find anything that may cause FPS drop.

I was just walking in the maze, get the shield, and the orange button. Did you do something different when the FPS drop?

I recommend you open the bebug panel, and check the "object count", as shown in the image above. Is this "object count" increasing too much when the FPS drop? What is the "object count" when it happens?


I tested in my computer and it's running on about 60 FPS.

Can you explain where exaclty do you see FPS drop?

 

You can upload the game JSON to https://filebin.net/  and share the link here.

Hello. You can send me the game JSON in Discord. You can send me in private there, and I will check for you.

The Discord is this:
https://discord.com/invite/2ueUqGBMYE

The problem, if I implement this, is that you will still have to implement the "on click" events manually, by detecting the position of clicks, and checking if is inside button.

An alternative is to use an object as a button. Like image below:


I will implement "is button down" condition soon. Thanks for the suggestion.

Can you explain what do you want with "Draw button"? I think I will add more attributes to level buttons, like "enabled/disabled" and "visible/hidden". So you can hide or show buttons with level scripts. Also, add option to create buttons dinamically, with visual scripts.

Also, there is already an option to execute Javascript directly.

In the event action, select category "Others" and type "Execute Javascript code".

Than you can already execute any Javascript code.

Look at image below.

Until engine version v0.5.10 there was a link that you could click to see the Javascript source code. Maybe I can enable that feature again.


Do you mean the Javascript code of the visual scripts?

Nice games!

Do you mean, allow to add a virtual gamepad to control the player, like some mobile games?

To simulate explosions, it's recommended to delete the particles after some time.

Also, you can remove bullets after it exits the screen area, to minimize amout of objects.

In the debug panel, you can check object count, to help.

Thanks for the suggestion. I will check about this. I will probably integrate with an existing cloud high score service.

I would need to investigate your game JSON to check.

Maybe it's some problem with the visual script of your game, creating too much objects, and consuming all CPU.

For example, if you create a loop, for each object of type X, create object of type X. With 1 initial object, it will create 2, then 4, 8, 16, 32, 64, 128, ... With 30 frames per second, after only 1 second it will create 1.000.000.000 objects, and will probably freeze the machine.

This is only an example, but I would need to check you game JSON to see what is causing the problem.

I think I will add option to set a limit to the number of objects per level, to avoid accidental problems like this.

Hi 9DB7,

That's a good idea. I will implement option to duplicate levels in future update.

Thank you for the suggestion.

I will check this. Thanks for reporting.

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Hi.

There is a bug in the export when you use line breaks in the game description.

Check if your game description has any line break, remove them, and try again.

I will fix this bug soon in the next game version.

If the problem persists, can you please share your game JSON, for me to check? You can upload to https://filebin.net/ and share the URL for me to check.

Thanks.

(1 edit)

This is a nice asset pack.

Am I allowed to include these images in the "image library" of my game maker ? Or would it be considered redistribution?

Hello again.

I just published a new version of EasyGameMaker.

Now you can export your games to HTML.

After downloading the exported ZIP file, extract its contents, and open "index.html" to play your game.

If your want to publish your game on itch.io, you can download the ZIP file and upload it "as is" to itch.io.

Hi KREEPE, I will soon publish a new version, with ability to export games to HTML.

Share here your games created with EasyGameMaker.

Hi AVTV64.

In the next version I will implement ability to export games to HTML.

Then, I will implement support to sound, music and animation, as you requested.

Thanks for your feedback.

Hi Fib, I just published EasyGameMaker version v0.1.4 with your feature request.

Now you can upload your own images/sprites.

Hi Fib.

Thank you for the suggestion. I will include ability to upload custom images in the next version.

Thanks.

Easy Game Maker community · Created a new topic Bug reports

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