slop
Klno
Creator of
Recent community posts
Sorry if this isn't the place to report this
After some gms2 runtime update the builder extension started compiling the game as if the "clean project" button was pressed every compile (repackaging spritesheet, converting sounds etc) making compile times longer, i wanted to know if there is a way to solve this besides going back versions thanks
UI is pretty polished and options for the training mode are cool
I don't know if it is a bug but certain moves make it so the enemy can't be launched anymore some times, the ones ive found are the last hit of your 3 hit combo and the air spin again it is some times, if it is some condition im not picking off and intentional id consider changing it because it feels bad to waste a bunch of heat for no payoff.
i think its cool that the back of your sword deals damage but i feel like it still knocking back towards the direction you are looking at could be problematic depending on how the enemies behave, as an extreme example say that an enemy deals contact damage, you could push it into yourself and hit yourself for fre.
I personally like to region functions for example
function scr_example() { } . . Into this | | V . . #region scr_example function scr_example() { } #endregion
I would find it pretty helpful if there was a keyboard shortcut to do that automatically with all of the functions present on the tab. Thanks
Ive gotten this error on some pieces of code, the code works whenever it isn't being updated
[live][3/10/2021 11:04:36 AM] Runtime error: [error] Expected an index called from obj_moving_platform:Other_11[L2,c20]
It might have something to do with me using the user events rather than step.
This is the code that triggers the error
if live_call() return live_result;
if (instance_exists(creator))
{
x=creator.x+xOff*xsMult;
y=creator.y+yOff;
var xdif=x-xprevious;
with par_alive
if (noOneWayTime<=0)
{
if (id!=other.creator && y<other.bbox_top)
{
if (place_meeting(x,y+12,other))
{
if (!place_meeting(x+xdif,y,par_unpassable)) x+=xdif;
if (vspd>=0)
{
vspd=0;
var spr_yoff=sprite_get_yoffset(mask_index);
y=other.bbox_top-spr_yoff;
}
}
}
}
}
else instance_destroy();
Downloaded new beta and deleted all my configuration files, created a new project just to test it and it happens still.
I believe it stops happening after you compile, but it seems fairly random, only thing that is consistant is that after it stops happening on an instance of gmedit it stops forever on that instance.
So i noticed that having GMLive on my project increased the compile time by 20+ secs, but i found out a fix, move the included files into your project folder rather than the included files folder.
Done, now you will have to drag the project instead of clicking the server directly but you will have way shorter compile times.
Ive played god hand a lot before so the controls were easy to pick up, the heavy attack animations could be shorter and move you less, also blocking with the sword is less intuitive for a player that hasn't played god hand since it makes no sense that i "blocks" attacks that come from the side, good job besides that.
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_player:
Variable <unknown_object>.status(104321, -2147483648) cannot be resolved.
at gml_Script_live_call (line 10132) - if (l_th.status == gml_thread_status.done) {
############################################################################################
gml_Script_live_call (line 10132)
gml_Object_obj_player_Draw_0 (line 1) - if live_call() return live_result;
gml_Script_scr_draw_depthsort (line 22)
gml_Script_scr_draw_surface (line 211) - scr_draw_depthsort(true);
gml_Script_scr_draw_game (line 4) - scr_draw_surface(surfKinds.game, false);
gml_Object_sys_game_Draw_0 (line 1) - scr_draw_game();
i did the renaming macros function, now this error pops up instead