Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

GameMaker Rob

75
Posts
110
Followers
27
Following
A member registered Mar 06, 2018 · View creator page →

Creator of

Recent community posts

The easiest is probably using a single global variable that you decide how it's set.

Eg you could draw invisible rectangles in the room, and give them a number that correlates to the monster enumerator eg:
monster = e_mon.slime;

Then in the collision event, with the player, you set the global variable to the monster variable
eg

global.monster = monster

(3 edits)

As in a specific monster spawns?

In the step event of obj_battle, look for the line shown in the screenshot and change irandom(totalMonsters) to e_mon.slime, if you want a slime to spawn, for example.

Are the object(s) in the room. That's often a reason why you only see a black screen,

Alright ive uploaded a new version for that file too :)

(1 edit)

The issue was a missing audiogroup. It doesn't actually have any audio files in it, so it's useless atm but I re-added the audiogroup back in.
I uploaded the file as v2.

Ok Im sorry to hear that. I will check it out myself and get back to you/update the project if it's broken.

Did you import it into a project or just try to run it in it's own project?

np mate - keep at it!

looks like you need an underscore (eg the function is draw_sprite instead of drawsprite)

That's great - I'm excited to see what you've made!

Sure thing

I seem to be getting an FPS of about 5 using the application. Im running it as administrator in Windows 11.

ahh but does it contain an actual drago slime, as pictured?

Who falls under `marginalized`? Does it include dragon slimes?

It looks like exporting from Windows > Mac is not possible unfortunately.

Ill check it out today and see if that's the problem.

Hey, thanks for your interes!

As far as I know it should work on mac, yes, although I haven't been able to test it. 

ok, great job :)

Seems like the battle controls are different than the walking controls (mouse to choose an action during battle)

Just some way to recognise that a boss battle is happening. At the moment I tend to have arrays that I pull from to determine who the enemy is. You could have a variable that is normally set to -1 (ie random battles) and you set that variable to a particular number when you want to fight a particular monster.

This means you just need to keep resetting that variable to -1 at the end of a battle.
How/when you set that variable to something other than -1 depends on how you have your game setup atm.

Ok np ill take the asset down for now

What bug is causing it to be unusable? So far I thought we were talking about a feature request.

(1 edit)

Updating this project is a fairly low priority right now, so you'll probably be waiting a while.

I think if you make a custom origin, based on top left, but 3 pixels down, that will work (eg 0,3 as the origin)

Im sure at some point in the future I'll update it so any suggestions are welcome yeah

There may well be, I haven't checked the source code for a while :)

ok thanks :)

Are the minifantasy tilesets designed with autotiling in mind?

The Name Creator project is the most I've done with it really.

Ok thanks for the help :)

Im having problems with this. I have started a new project, slowing importing things, and I only have shd_pal_swapper, shd_pal_html_sprite, and shd_pal_html_surface as shaders, and I need all 3 to run this on html5, no?

Any help is greatly appreciated, thanks!

it wont be compatible no

Thats great to hear!

I'm not able to test it as I don't have a Mac. I would assume so because it's a gamemaker project (and I'm also assuming that Mac Gamemaker use the same file formats).
If you buy it and have problems, let me know though! I'm sure you can refund via Itch also.

(1 edit)

What kind of updates were you thinking of? Product discount is unlikely. If gamemaker receives an update that means this doesn't work any more, I'll update it yes, apart from that, if you have any ideas on how to improve it, I'm listening :)

I wanted the player to be able to customize their character a little bit so I used a palette swapper to get this result:

That's a great time-saving tool man

One problem it might be is because I used strings for enumerators. If you have "ATTACK" and "Attack" or "attack" then they won't match - check for that.

I'm hoping my friend will replace the artwork I made like the chalk drawings :D

not without seeing all the relevant code, no sorry man