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Slyddar

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A member registered Apr 02, 2017 · View creator page →

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(3 edits)

You're welcome, thanks for pointing out the issue.

The single pixel is interesting.  Here is a vid from my testing.  The value is the y position the player reaches when we either jump normally or jump into a corner.  Both produce the same result of 498.  Have you changed the game resolution maybe?

Hey joe,

I notice what you are referring to, and have now fixed it to ensure it works as you explained.  I've uploaded a new version with the changes, v1.0.36.  If you want to copy/paste the new code to your version, just look in the collision function and it's the code under the "corner correction" section, lines 129 - 160.

Hopefully it all works as expected, just let me know if there are any issues.

Cheers,

Peter

Hey BenWath!

Actually I've just uploaded a new version which supports mask collisions which are 2 times the tile size, so by default this would be 64 pixels high/wide.  My testing shows that all moving platforms now work fine with this size mask, but let me know if you have any problems.
It's available in version 1.0.33.

Cheers,

Peter

I've had a look and that section was uncommented for so long, after I did some updates it made that line not applicable anymore.  So I've made some changes and have updated the project with the new version.  If you want to know what was changed, there's a dev log outlining the changes.

Let me know if you have any issues.

Cheers,

You should be able to just change the TS macro to 16 to use 16x16 tiles but you have to be aware of the limitations.  All objects colliding with the tileset will need to not have collision masks bigger than 16x16.  If you do have bigger masks, say a 24 x 24 for example, you can imagine if you have one tile and the instance trying to fall onto that tile, because we check for a collision on the 2 corners of the mask, it will simply slide over the top of the tile and not collide.  If you want bigger object masks you will need to add an additional collision check for the center of the mask horizontally and vertically using the same format as the ones I've used.

Hey!

I’m actually on holiday for this week so don’t have the code in front of me. I seem to recall there are some comments in the read me referring to creating more rooms, so maybe check that out.  I’ll be back on the weekend though, so will take a look and get back to you at that time.

Cheers,

Hey Ben!

Great job, it's a fun little game to play.  One bug I found was the golden heart upgrade didn't work for me.  Picking up golden hearts gave no health increases anymore.  The mixing of a high resolution font, with low resolution pixel art was a little jarring at first as well.  Maybe worth trying a low res font too to see if it fits the game better.

Seems like a good concept overall though, so good luck with your Kickstarter!

Nice work on the new release.  Is wheel mouse rolling the only way for setting smaller increments for the slider values?  Would be nice if they changed by 1 when scrolling, but by 0.1 while holding ctrl, or is there a way to manual type in a value?

Draw all shadows to a surface with an alpha of 1.  Then draw that surface to the game with a lower alpha.  This will allow all shadows to have the same opacity.

Here's an update on what I've been working on.  I have easily added 64 x 64 masks into the collision system, but the circular moving platforms are still not perfect with these larger masks.  I have other projects I need to complete right now, so need to put this update on hold, but I will come back to it in a few months when I have time.

Well the notes do advise it is for 32 x 32, but in saying that, I have dabbled in adding code for 64 x 64 collision masks, but using 32 x 32 tiles.  It's still not something I'm completely happy with, as there are a couple of bugs to iron out.  If I can get them sorted I'll release it though.

(2 edits)

I guess Gamemaker is doing something wacky, as there is no code interfering with any parts of GMLive, that I am aware of at least.  Considering the additional check solves the issue, I'll just leave it in and let it be.  Thanks for the reply.

Also I'm working on UI and menu positioning and wanted to praise your work on GMLive and give a huge thank you for making it.  It just makes life with such things sooooo much easier.  Appreciate you continuing to support it too, it really is an invaluable addition to GMS.

(1 edit)

Just a heads up, I've had instances of these lines causing crashes when I exit the game. (live_live_rooms_start and live_live_rooms_stop)

ERROR!!! :: ############################################################################################
ERROR in
action number 1
of  Step Event0
for object obj_gmlive:
Data structure with index does not exist.
 at gml_Script_live_update (line 367) - var l_rln=ds_list_size(l_rl);
############################################################################################
gml_Script_live_update (line 367)
gml_Object_obj_gmlive_Step_0 (line 1) - live_update();
gml_Script_live_update (line 367) gml_Object_obj_gmlive_Step_0 (line 1) - live_update();

It appears live_live_rooms_start and live_live_rooms_stop are not always defined as ds_lists, so I've added a simple ds_exists check first, which solved the problem as below.  Might be something you want to include, unless you can address the issue when they are created.

if ds_exists(live_live_rooms_stop, ds_type_list) {
    var l_rl=live_live_rooms_stop;
    var l_rln=ds_list_size(l_rl);
    if(l_rln>0){
        l_url+="&rooms"+string(0)+"="+room_get_name(ds_list_find_value(l_rl,0));
        var l_i=1;
        for(var l__g1=l_rln;l_i<l__g1;l_i++){
            l_url+="+"+room_get_name(ds_list_find_value(l_rl,l_i));
        }
    ds_list_clear(l_rl);
    }
}
if ds_exists(live_live_rooms_start, ds_type_list) {
    var l_rl=live_live_rooms_start;
    var l_rln=ds_list_size(l_rl);
    if(l_rln>0){
        l_url+="&rooms"+string(1)+"="+room_get_name(ds_list_find_value(l_rl,0));
        var l_i=1;
        for(var l__g1=l_rln;l_i<l__g1;l_i++){
            l_url+="+"+room_get_name(ds_list_find_value(l_rl,l_i));
        }
        ds_list_clear(l_rl);
    }
}

Thanks, removing the watches seems to work most of the time.  Even setting live_enabled to 0 doesn't help at those times, so will make do.

(1 edit)

I'm running 2.3.2.560 IDE and 2.3.2.426 Runtime, so my GMS2 is a little behind due to problems with the latest version.  When running in debug mode with GMLive, it freezes for 1 second, then runs for a second, then freezes, etc, so is virtually unusable.  Would this be because of my version?  I disabled obj_gmlive and removed all references to live_call, but running in debug mode the problem still exists.

1/ Firstly, any idea why this happens?

2/ Is there a way to just disable GMLive so I can run debug, without deleting the whole GMLive folder?

(2 edits)

All good now, got it sorted by adding these macros too and it now works.

#macro os_xboxseriesxs undefined
#macro os_ps5 undefined
#macro mb_side2 undefined
#macro mb_side1 undefined

Thanks!  Also as above, which version should I be running?

Actually I solved that by finding GMLive_compiler and it was an empty function, so deleted it and re-imported it.  Now I get this error :

___________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object <undefined>:
Variable <unknown_object>.os_xboxseriesxs(104964, -2147483648) not set before reading it.
 at gml_Script_live_preinit_init_consts (line 68) -        l_gmlConstValues=[undefined,pointer_invalid,pointer_null,path_action_stop,path_action_restart,path_action_continue,path_action_reverse,pi,NaN,infinity,GM_build_date,GM_version,GM_runtime_version,timezone_local,timezone_utc,gamespeed_fps,gamespeed_microse
############################################################################################
gml_Script_live_preinit_init_consts (line 68)
gml_Script_live_preinit_api (line 373) -               live_preinit_init_consts();
gml_GlobalScript_GMLive (line 2061) -        live_preinit_api();

Are all these errors due to me not running the latest version?  If so, which version do I need to run, as I didn't notice the download for 2.3+ having a requirement.

Thanks for replying.  I'm using 2.3.2.560 IDE, 2.3.2.426 Runtime, as the current version has some issues that affect my workflow.

I've added the macros, but this is the error now.

___________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object <undefined>:
Function `gml_compile_program` is missing!
Check that script resource `GMLive_compiler` exists (Ctrl+T) and is not just a single empty function;
delete and re-import if necessary!
 at gml_Script_live_validate_scripts (line 1408) -                      if(-1==asset_get_index(l_ref))show_error(("Function `"+l_ref+"` is missing!"+("\nCheck that script resource `"+l_scr+"` exists (Ctrl+T) and is not just a single empty function;")+"\ndelete and re-import if necessary!"),false);
############################################################################################
gml_Script_live_validate_scripts (line 1408)
gml_GlobalScript_GMLive (line 2055) -        live_validate_scripts();
(3 edits)

Heya,

Have had this for years, but hadn't been using it.  Just grabbed the new version and installed it and am getting this error on windows.  What I did was dragged the GMLiveForGMS2.3+.yymps file into an existing project, imported all, started gmlive-server.exe from Explorer, so it was listening on port 5100.  Set obj_gmlive to be loaded at startup, but running my project gives this error.  

Even disabling obj_gmlive so I can run without it is not possible as the error still occurs.

Any advice would be appreciated please?

ERROR!!! :: ############################################################################################
ERROR in
action number 1
of Create Event
for object <undefined>:
Variable <unknown_object>.gp_axis_orientation_w(106458, -2147483648) not set before reading it.
 at gml_Script_live_preinit_init_consts (line 68) - l_gmlConstValues=[undefined,pointer_invalid,pointer_null,path_action_stop,path_action_restart,path_action_continue,path_action_reverse,pi,NaN,infinity,GM_build_date,GM_version,GM_runtime_version,timezone_local,timezone_utc,gamespeed_fps,gamespeed_microse
############################################################################################
gml_Script_live_preinit_init_consts (line 68)
gml_Script_live_preinit_api (line 373) - live_preinit_init_consts();
gml_GlobalScript_GMLive (line 2061) - live_preinit_api();
(1 edit)

Hi Steg,

I'm sorry for not replying sooner.  Itch doesn't seem to notify me of comments here, so I need to update my settings to fix that.

As for the bug you mentioned, I totally agree it did not work.  So I've  released an update with a restructured process_enemy_attack script, adding a source_id and owner_id argument, so it now can process collisions, as well as make sure entities face the correct direction more efficiently.  The enemy idle mask has also been adjusted, and set as the default, which makes it fairer for the player.

Hopefully it works as intended now.

Cheers,

Peter

Thanks for these cool sprites.  I'm using them in a Gamemaker top down tutorial series : 

Great sprite.  I used it in my recent Gamemaker tutorial, so thanks for making it available >>

Sorry, it is made in Gamemaker 2, and the setup of tiles are very different for GM1.4, so it will not work there.

Heya!  At the moment I don't have a tiled slope method that is very different from what others have to offer, as it's not something I've worked on too much.  So for now I don't have any plans to add slopes to the engine.

(1 edit)

Hey Jaxas,

That course is almost 2 years old, and even though it's still completely relevant and useful to anyone making a game now, the weeks I would need to update the course with this content would be a massive undertaking.

This engine could be thought of as an extension of that course though, and the descriptions in the read me outline how everything works, so if you have knowledge of the Udemy course, you would be very well placed to understand the code in this.

So even though I keep the Tile Based course current, and have recently recorded new sections to ensure it is GMS2.3 compatible, I'm currently working on my next course, so do not have the time to add new content into that course.

Thanks for the question though.

The problem with adding too much is it essentially becomes a game on it's own.  The structure I have added allows others to learn from how I've designed and layed out various elements, and then build upon it.

The one enemy shows how to set up enemies, so it can be replicated and reproduced for others.  If I add too many enemies, your game is not unique, as everyone ends up with the same.  I really wanted the engine to be a base demonstrating best practices, allowing you to extend with the knowledge from the examples in the project.

In saying that, I'll look at adding a few enemies that I had used in my Tile Based Platformer Udemy Course, and I guess people can just not use them if they don't want to.

Thanks for the feedback though, and also thank you for purchasing.

Thanks for the kind words.  They all sound like great additions.  While I can't promise anything, I'll add them to the suggestions list.

Cheers,

A quality product as always Case.  It's super cute, and the tutorial work is spot on.  Favourite part, the carrots getting slammed by the rolling disc.  It's just so satisfying.

The boss battle is simple, but works really well.  Got all the stars, moons and the bonus room, and loved doing it.  Great work!

Any chance to add 32x32 and 64x64 as export size options?  Seems it would be an easy request to fulfill, as having to drag the export into aseprite to resize is tedious.

Would love to test your game out, but I'm stuck at Press any key.  Keyboard does nothing.  Xbox 360 controller does nothing.  PS4 controller does nothing.  Which "any key" is it referring to?

I know how to render the animation playing, but can't figure out how to just render a burst only. Is this possible, and if so please advise how I can do it.

(4 edits)

Great tool guys and good to see Gamemaker being used like this.  Just a few requests/suggestions to improve it.

1/ When you have multiple emitters activated, but want to quickly isolate one, having the ability to right click to select just that one, or alt-click, or something would be really useful, like alt-click eye icon layer visibility in photoshop.  Then you can do the same to go back to what you had activated before.  Also you should be able to click and drag across all the systems to flip them on/off at once.

2/ Gravity and speed Incr.  only move in .1 and you need to type in 0.05 for example.  Can't this scale be a setting we can change, as 0.05 would be useful, and I see in your video's it used to be that.  Even if we hold alt and drag to get smaller increments it would help.

3/ The gif export seems to export with the previous frame option on, as importing the finished gif into gamemaker brings in a gif that has each frame as a combination of the previous one.  It also has a tendency to leave many blank frames at the start.  I realise you are using a 3rd party app to do your export though, so am aware you may be limited in what you can do with your current pipeline.

4/ With gamemakers ability to import strip# pngs, it would be really useful to know the frames in the export.  Not sure if that's possible at run time, but even after it's exported it would be useful to show then so we can add it to the file afterwards instead of counting them ourselves.

5/ The png export is not great, as you are left with a huge blank area up the top, making importing a cut and paste effort first.  How do we get the first image of the export to be up the top left?  Even when I deleted that area, Gamemaker doesn't like a 7x5 grid of images and failed to import it correctly.  Do you have a workflow for Gamemaker import from Pixel FX?

6/ A multi level undo would be nice :)

Thanks guys.

Thanks for playing and commenting.

I tried to make it accessible, with no deaths/lives, and give cues/prompts from Porter speaking to help guide the player.  I'd be curious which particular aspect was hard, as it would help my design in the future.

Thanks for playing and commenting, and glad you liked it.

When you first pick up the portal machine, he says it has writing on it, and that it only works on "in-ani-mate" objects only.  Porter is only 10, so being a big word, he sounds it out.  Agree that people have a perception of Portal and people entering them, but that's why I wanted to make it slightly different.  It's an origin story, people portals come later :)

Appreciate the feedback though.

Cute little game.  Got a little laggy sometimes, but that's probably my browser.  Good effort though.

Yeh that would help.

Also feel free to play and rate my entry too. 

Hi, thanks for taking the time to play it and also to comment.

Totally agree with you about level design.  I had a concept of dropping a box out a chute if one got destroyed, but time got the better of me, and in the end the levels are so short all it broke was the story aspect really.  Definitely can be improved on though, as well as adding more uses for the portals.  Maybe for a future project.

As for the lag, I've never heard of Gamemaker specific Windows 10 lag, and never experienced it, and I've been using GMS for ages.  It only runs at 30fps, and just did a frame test, and it's over 1000fps.  The code is pretty simple.  If you're getting it on other projects might be something on your rig.

Thanks again for the comments.

All good.  There were a lot of positives in yours, so good luck on your next one.

Also feel free to play and rate my entry too.

haha, I'm so used to Unity/Gamemaker entries.  Nice work using java, and nice entry.

Also feel free to play and rate my entry too.

Cool.  What was this written in?

Also feel free to play and rate my entry too.  Always good to get feedback on your own attempts.