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Knight-of-Alara

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A member registered Aug 03, 2018 · View creator page →

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I just mean that I don't know if this is worth $15 from these two screenshots alone. Maybe it totally is! I just wanna see it in action or try it out for myself to know for sure is all.

15 bucks is quite an ask for something with only two screenshots, no video, and no demo.

First off, just wanted to say that I absolutely adore this lighting engine. By far the best on the market.


Now with that said, I am running into a small issue, that I'm sure just stems from my lack of famaliarity with this engine. The error occurs when trying to set le_shadow_precise_static as the parent to one of my own objects:


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

ERROR in

action number 1

of Other Event: Room Start

for object light_engine:

Variable <unknown_object>.add_shadow(100740, -2147483648) not set before reading it.

 at gml_Script_shadow_area (line 222) -               _list[| _i].add_shadow(_buff);

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

gml_Script_shadow_area (line 222)

gml_Script_init_shadow_grid_gml_Object_light_engine_Create_0 (line 221)

gml_Object_light_engine_Other_4 (line 3) - init_shadow_grid();

More people need to know about this! This is easily the most powerful, clean, and well documented inventory system I've ever seen for GM, both here on itch and on the yoyogames marketplace. I cannot overstate enough how much I adore this one!

It sadly didn't do any of the compatibility stuff for me automatically because I was unable to import anything into gms2 to begin with. If this product included an example, I'm sure it would work fine. 

(1 edit)

GMS2 doesn't seem to recognize these files as GMS2 files, and thus will not allow them to be imported. This is really only an issue when trying to import the "o_AfterImage" object.  In addition to that,  looking at the f_CreateAfterImage GML script, it seems this uses the older version of "instance_create" from GM1.4, which is incompatible with GMS2. Considering the methods this script calls its arguments, there doesn't seem to be a smooth way to transition this script to the modern "instant_create_layer" and "instant_create_depth" functions. Because of these issues, I'm not sure that this asset should be advertised for GMS2 when it seems that it was created in and for GMS1.4.  I'd very much appreciate some assistance though. 

even after all of this stuff, it still seems to only want to use two frames and interpolate between them. It now just recognizes the first and the last frame, skipping any frames between them.

So I reverted psm_melee back to how it originally was, so it looks like this:


statecntr++

if(statecntr < atkwarmup){

    skelani_set_animation(atkanimation,0)

}

else if(statecntr < atkwarmup + atkduration){

    skelani_set_animation(atkanimation,(statecntr-atkwarmup)/atkduration)

}

else if(statecntr == atkwarmup + atkduration){

    skelani_set_animation(atkanimation,1)

    n = instance_create(x,y,atkhitboxobj)

    n.image_xscale = skelani_xscale

    n.sprite_index = atkhitboxspr

    with(n){

        player_weapon_get_stat_block_current()

        

        //Heavy attacks are 30% stronger, but only for melee weaposn, so this code is only here.

        if(other.atk_isheavy){

            rpg_adjust_atk_stat_block_uniformly(1.3,0)

        }

        

        //When winded, lower power of attack

        if(other.atk_winded){

            rpg_adjust_atk_stat_block_uniformly(0.7,0)

        }

        

        //When wielding a weapon without proper stats, power is reduced greatly.

        var str, dex, int, fth;

        str = db_read_stat(itemtype_WEAPON,other.atk_weapon,wd_REQUIREMENT_STR)

        dex = db_read_stat(itemtype_WEAPON,other.atk_weapon,wd_REQUIREMENT_DEX)

        int = db_read_stat(itemtype_WEAPON,other.atk_weapon,wd_REQUIREMENT_INT)

        fth = db_read_stat(itemtype_WEAPON,other.atk_weapon,wd_REQUIREMENT_FTH)

        if(!player_meets_requirements(str,dex,int,fth)){

            rpg_adjust_atk_stat_block_uniformly(0.1,0)

        }

    }

    n.lifetime      = atkduration

    n.blockbreaker  = player_weapon_get_stat(wd_BLOCKBREAKER)

}

else if(statecntr < atkwarmup + atkduration + atkcooldown){

    skelani_set_animation(atkanimation,1)

}

else{

    state = psm_ordinary

}


So from there, where should I be making these changes? Trying to go back through your instructions from the previous comment and then altering them with the new information doesn't seem to be working, unless I'm just putting something in the wrong place :/

I seem to just be getting this error upon trying this: 


___________________________________________

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

FATAL ERROR in

action number 1

of  Step Event0

for object obj_player:

DoConv :1: illegal undefined/null use

 at gml_Script_psm_melee (line 19) -     skelani_set_animation(atkanimation,global.skelani_animation_length[argument0]*(statecntr-atkwarmup)/atkduration)

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

--------------------------------------------------------------------------------------------

stack frame is

gml_Script_psm_melee (line 19)

called from - gml_Object_obj_player_Step_0 (line 81) -     script_execute(state)

So I really hate to keep bothering you, but I've got another one. I can't seem to figure out how to add more animations. Say for example I want to add an extra keyframe to the sword attack animation; I create a new macro for that keyframe, add that keyframe to the skelani_init_all_keyframes script, and then add the macro for that keyframe to the array for the skani_ATTACK_SWORD in the skelani_init_all_animations script. This doesn't seem to do anything however, as the attack animation continues to only show the two original frames.

Okay interesting, I initially tried doing this only to the rm_ingame room, which didn't work, however doing it to every room seems to solve the problem! Thanks an absolute ton!

(1 edit)

the problem with simply changing the values of those macros, is the game becomes extremely pixilated (only gui elements scale appropriately), and various things that rely on the view, such as obj_darknesscontrol do not scale up with the resolution; they stay the same size. So it ends it creating this little box of color overlay that only covers a portion of the screen.

(1 edit)

Alright, I've got what I believe should be my last one lol. Got any tips for scaling up the actual game resolution? At glance, it seems pretty hardcoded to really only get along with 640x360, which is unfortunately just far too small for my scaled up sprites. Would you happen to know of any ways I can scale up to ~1280x720 without breaking anything?

Thank you very much! I think I've got it all figured out so far, so hopefully I won't have to bug you anymore lol

so I found a good solution to the mouse thing, but now I've run into a pretty significant problem with scaling the sprites up. So I've tried to use larger sprites for the player, and I've got it all aligned correctly with the skelani_init_limb_lengths_humanoid, however it definitely needs new animations. The problem is, the skeleton editor it still using the original limb lengths and I can't seem to figure out how to change them to the new lengths. I would have figured the editor would have used the same script, but that doesn't seem to be the case, unless I'm missing something?

Is there anyway to remap the key bindings to a mouse button? Even in the conrols_setup_default_keyboard script, it seems that there is no way to change any of those inputs to a mouse button press constant.

Thank you very much for the response! It's seriously appreciated! I'm super excited to start getting into it as soon as I have the time! :) 

(4 edits)

Beautiful engine. Easy purchase, even if just to study! Just a few of questions; would I be able to scale up the sprites themselves without any major headaches? Specifically for things like limbs? If not, what would I be looking to change code-wise? In addition to that, would altering the in game resolution create any major issues? This seems to cater more towards pixel styled games (where I would rather use hand-drawn, larger resolution sprites, etc.) You also mentioned the little detail about the the "enter name" dialog box. Considering only the windows export, is there any simple way to adjust this with handmade graphics? I have never actually used the GMS built in dialog feature, so I know nothing about it lol. 

OH! last question! Being that this uses skeletons, is there any simple way to make the player's arms/weapons aim towards the mouse cursor? I'm unfortunately at work at the moment so I can't delve into the code to see how it works just yet, but knowing the answer to this one would give me a little motivation boost until I can get home and start digging into it!