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sindn

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A member registered Apr 15, 2022 · View creator page →

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Yes, but seperate texture page causes the sprite that has been seperated to just replace the checkerboard. 

(1 edit)

Hi! Thanks for your help, but now a much more major issue has appeared. When creating any sprite, it doesn't even have to be drawn, and using rfx_apply_screen in draw gui, dithering is disabled and I get these weird checkerboard patterns

This happens with any sprite I create, and I think it might be the texture page, but clicking separate texture page simply replaces the checkerboard with the sprite. 

(1 edit)

Update: It seemed to fix itself! I have no idea how but when using a different texture for the terrain it's just gone. 

But could you just explain to me what each argument is exactly, and what number range they should be in, I have no idea if the arguments I provided are ridiculous or somewhat close to what you intended. 

Thanks for your help!

Hey, I'm having some issues! I get these weird lines when I'm using RFX_apply_screen(); in the draw gui, with

RFX_init(1, spr_DitherPattern,10);

var _tex = sprite_get_texture(RFXpalettes_spr,8);

RFX_set_palswap(_tex);

application_surface_draw_enable(false);

Extremely impressive, especially considering the engine used.
Keep up the work, I look forward to the full release! 

(4 edits)

I was wondering if it was possible to create a static buffer in the create event, and then add or remove models from the static buffer as needed. Sort of placing them in the buffer "on standby" when they don't need to be changed in any way. This would be great for performance.

Currently, if fauxton_model_add_static() is not called within the game step the buffer is created, the game creates an error popup window saying:

Win32 function failed: HRESULT: 0x80070057

Call: GR_D3D_Device->CreateBuffer at line 296 in file \VertexBuilderM.cpp

(I tracked this down to a vertex_freeze call in load_buffer_maps(), which if removed gives even more errors)

Also, can you give me some info on how to go about making a fauxton_model_REMOVE_static() function? That would be great!

TL;DR Basically I want to add/remove models from a static buffer whenever needed to massively boost performance

Thanks

Ah nevermind, fauxton_draw_override

How can I draw a sprite stacked model with a shader (say a simple color replace shader). I don't want it to be a static buffer as it moves and changes a lot.

(2 edits)

Very nice for a first game! Some things to note:

-Turn off font anti aliasing, for a pixel game it looks rather weird. ("Blurry").

-Consider adding sounds for the Turtle Fairy's textbox.

-The attack sounds for the bats keep playing after death.

-Attack (x) seems to not do anything? Not sure if this is just me.

-The "Space to try again" screen sometimes doesn't disappear after respawning.

Consider adding a save feature, but I know this is just a demo.

Overall, very cool! I love the menu and the music!