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Karlstens

71
Posts
24
Topics
38
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A member registered Apr 25, 2017

Recent community posts

I’ve been reading further into the glTF / GLB variants feature - and was hoping we could see the ability to create variants with Asset Forge. To me, this feels like it could be a premium feature of Deluxe too - a worthy upgrade!

Something like this;

The idea being that this technique would then be supported in apps using <model-viewer>, such as this; https://modelviewer.dev/examples/scenegraph/#variants

Thanks so kindly! Yes, this was a new PC build so hasn’t too much else installed. We spotted that the game was shortly released to Steam, and that Steam indeed install this DirectX framework to run the game.

Thanks! Our little 18 month old girl loves watching this game unfold!

I have this crashing on start up :(


############################################################################################ FATAL ERROR in Vertex Shader compilation ShaderName: sh_perspective

D3DXCompile failed - result

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

called from - gml_Script_draw_texture_pos_fixed (line 56) called from - gml_Script_draw_texture_3d (line 14) called from - gml_Object_obj_world_Draw_72 (line 9)

Thank you kindly. I’ve updated instance_create_layer with an extra value, I wasn’t sure how to identify it as a structure, but leaving it blank allowed the error to clear.

I think part of my problem was also needing the latest Builder - which I’ve since updated via Github to ver 1.24, and my project is compiling via GMEdit now - thank you! ☕

Thanks Yal, I’ve been meaning to return to using your tools, but GM devs keep adding too many new features for me to catch a break. 😅

May I ask, does GMEdit support pre-create values on instances, or are there plans to do so?

https://gamemaker.io/en/blog/release-2022-5

I tested code that works in GM2022.5.0.8 that uses pre-created values, but GMEdit returns error “Too many arguments”.

Can has online score board?

Too cool, can’t wait to check it out!

GMLive is now updating correctly via the Market Place. You’re all legends!

Lol, I finally made time to apply this fix manually… only to find that GMS2 market place is now working as expected. Thanks everyone!

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Thanks so kindly for patching this. What’s the best method to update for license holders who purchased via the YoYo Market place? This is the error that I get when loading in the latest GMS2 version;

When placing many 3D objects and then grouping them, when you then duplicate that group, the duplication is still tied to the original group, making it very awkward to deselect everything, and then re-group everything in their separate groups.

The desired workflow would be to allow users to group objects together, duplicate that group, and then have two different groups of those objects.

Yah, I too use Windows 10. For me, drag-and-drop is also king. But I'm sure a lot of users naturally use "Ctrl + C" and "Ctrl + P", oh oh and not to forget "Windows Key + V" too (at least for Windows users).

Also have a think about multi-file copy/paste. Some users might want them in the same layer stacked on-top of each other, others would prefer the images tiled, whilst some might want each dragged/pasted image placed onto a new layer per image. Would be great to have these configurable in a Behaviour Questionnaire that pops-up during the multi-image paste action, and be set to a certain behaviour for the session too (and configured by app options)

(1 edit)

A nice feature to have would be Colour Squares as a suffix to any colour codes as per VS Code;


But knowing each GMS2 colour function may execute differently may make this tricky to execute...

This is the best add-in for GMS2 available. I've even created a template project that has this add-in loaded by default.

@YellowAfterlife finally had some time to look into the latest update. Following the return errors I was able to get up and running fairly quickly, I appreciate the guidance. I do run into a crash if I change the "Effect_1" : Effect Type parameter from one effect to a different effect. Is this a current limitation, or have I perhaps missed a step?

Return error below - but I can confirm that I can alter other parameters within an active Effect Type without issue.

___________________________________________ ############################################################################################ FATAL ERROR in Room Creation Code for room rm_blank  fx_set_parameter() - first parameter should be an FX object  at gml_Script_live_room_loader_add_layer (line 297) -                                                  fx_set_parameter(l_fx1,l_pp[?"name"],l_f); ############################################################################################ gml_Script_live_room_loader_add_layer (line 297) gml_Script_live_room_loader_run_impl2 (line 329) -               live_room_loader_add_layer(ds_list_find_value(l_lrs,l_lrk)); gml_Script_live_room_start (line 406) -               live_room_loader_run_impl2(l_rm2); gml_Room_rm_blank_Create (line 1) - live_room_start();

I recall reading on YoYo forums recently that they're also planning further flexibility to layers so that objects/layers may be assigned to them - so it will be interesting to watch how this feature evolves. 


Thanks again for such an awesome tool.

Yup, completely understand. I can't thank you enough for the tools you create and develop. 

I will have time this evening to look into the recent update - quickly testing on my coffee break now, importing the latest version that I've acquired from the YoYo Market place, re-importing the updated plug-in files into my project (that was working last night with other room updates without crashing, but no FX updating), I'm now receiving error;

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

ERROR in

action number 1

of Async Event: HTTP

for object obj_gmlive:

Unable to find a handler for exception { value : Please add a completely empty room, add live_room_start(); to it's Creation Code, and assign it to live_blank_room in obj_gmlive's create event., longMessage : , message : Please add a completely empty room, add live_room_start(); to it's Creation Code, and assign it to live_blank_room in obj_gmlive's create event., script : , stacktrace : [ "gml_Script_gml_std_haxe_Exception_thrown:1250","gml_Script_room_goto_live:94","gml_Script_live_room_updated_impl:104","gml_Script_live_async_http_1:151","gml_Script_live_async_http:179","gml_Object_obj_gmlive_Other_62:1",0 ], __exception__ : 1, h_native : { value : "Please add a completely empty room, add live_room_start(); to it's Creation Code, and assign it to live_blank_room in obj_gmlive's create event.", longMessage : "", message : "Please add a completely empty room, add live_room_start(); to it's Creation Code, and assign it to live_blank_room in obj_gmlive's create event.", script : "", stacktrace : [ "gml_Script

 at gml_Object_obj_gmlive_Other_62 (line 1) - live_async_http();

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

gml_Object_obj_gmlive_Other_62 (line 1)

I've created a blank new project in GMS2 ver 2.3.7 and tested both the Room and Object GMLive processes are working as expected, which they are. But unfortunately the new layer Effects don't seem to update via GMLive. If an effect layer is updated either with a simple tweak to the active effect or a new effect type is switched out, the effect turns off within the game session (but at least it doesn't crash).

Would be great if users could map out their keyboard to commands - and even the possibility for them to map them for executing scripts. 

Rotating the selected objects for example, could not only be mapped to "R" or "Spacebar" (or whatever), but also have the rotation amount per-configurable too. Or perhaps, the user might have created a "Rotation" script, so by pressing "R"/"Spacebar"  the script will execute.

Is there a quick way/short cut key to uniform scale a selected object? If not, then this would be a great addition to have.

Game is pawsome. Well done!

Are there any plans to support Javascript for scripting, or strictly Lua only?

This is so cool!!! Thanks for sharing.

Using my laptop (no mouse), when I hold Q and hover over an object, the rotation arrows appear and highlight, but unfortunately they don't seem to interact when I click and hold them, and the desired object doesn't rotate.

Yah, I'm all for any art tools that can provide workflows that assist with creating 1990's dos games art portraits from real photographs. Classic example from Dune II below - can't help but wonder how they put this together 30 years ago...

Download Dune II: The Building of a Dynasty | DOS Games Archive

Excellent, can't wait to try! Will let you know when I get a moment.

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Yeah, I second this. Although I do this via code within my game engine (GMS2), would be cool and simple to have it pre-rendered in sprites.

Example - turning this;

https://gfycat.com/totalincomparablechrysomelid

Into this;

https://gfycat.com/academicunkemptlark

I've just started playing with the GIF export, and for a fairly simply GIF file of 8 frames spanning 1 second, it took about 5 minutes to export.

Just figured I'd report upon exiting the app this evening. I'm post editing the output sprites from Asset forge - I'll be very VERY interested to see how Pixelover works with the 3D models directly.

Yah, I'm on discord, mainly lurk about the GameMaker Studio channels.

Cool! More than happy to test this feature (and others) for you if needed, simply reach out. Happy to help if I can. I can also provide sample data too if needed.

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Hello! Finally, I have some more time for using Pixelover, such a cool app. I was just needing a feature and hoping it may be implemented in the future - Upon selecting multiple images for opening, have an option that allows the users to import all the images as a single Sprite Sheet. Using GameMaker Studio 2, users will typically (but not always) want to export a spritesheet from Pixelover, which makes workflow a little odd when importing single mass-images from an app such as Asset Forge (which I've also requested if they can export as a Spritesheet instead of single images)


Hi Kenny, any consideration for this option for the next update to Asset Forge? Spritesheet export is super useful, especially when editing the export in another paint app such as Pixelover.

Excellent. I'm thinking that further Shapes support might even roll-up into the 3D aspects of the app, in that 2D vertex buffers of all-shapes-and-sizes could perhaps be supported, different shaped triangles, various meshes etc.

But yeah, in summary, glad you've heard out this idea for consideration - support for gradients (with the ability to tweak alpha) across shapes (and other aspects of the app) would be useful as heck. I suspect you'll see some very cool artwork created by users once they're available.

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First off, THIS APP IS AMAZE!! So happy I purchased, it's great! 

I was playing about with a sprite sheet from Pixel Planets, and was wondering of how I could use PixelOver to create a planet atmosphere using either shaders or shapes? The outline/inline FX would work well if the FX could have a gradient alpha overlay, fading from one colour/alpha to another colour/alpha. Perhaps there's a way to do this, perhaps there's not?

Also, is it possible to make a ring/doughnut shape?

I'll keep playing about for a few days and will post back if I find a method. Thanks! 

Heya Ken, I've been really tempted to pick up your app. Is there any workflow that will allow the creation of non-symmetric designs? Even if it means creating two  shapes and joining them after creation?

Thanks for considering! I'd say, if you were to execute palette import, the .HEX format looks super straight forward, as it's simply colour hex codes separated by a line break. I guess you could set a hard limit of the first dozen colours (or 9 for Space Gen, and 10 for Planet Gen - or perhaps standardise the two?)

Thanks again, such a cool app.

Really enjoying your planet/space generators. May I ask if it's possible to support importing colour palettes, such as from the website; https://lospec.com/palette-list

Supporting palettes would help speed up development when by matching colours between the planet and space generator, plus the game engine.

I just wanted to share my appreciation for your SVG Loader tool. I really wish GameMaker would work directly with SVG media, but until YoYo add support for SVG into their roadmap, your tool works to bridge the gap.

For anyone wanting to create SVG art work, I find https://vectr.com/  works well.

Job well done. *offers out hand slowly...*

Hello,

I've just noticed that draw_rectangle_colour() isn't drawing with all four colours, and only the first colour seems to be used for the entire draw command. 

In testing other commands such as draw_triangle_colour(), it doesn't seem to execute at all and crashes the app. Although draw_triangle() works without error. 

I think one of the main advantages of using GMLive.js is that it allows the user to quickly scratch together some boundary and colours for their projects, so I think to have colour commands working should be listed as important. 

Only tested on one system, not sure if others can duplicate this issue.