Hey, does it come with sprites of full buildings?
Instead of placing each tile manually.
I'd like to place whole building at once ignoring any layering issues.
tarnos12
Creator of
Recent community posts
Each building has its own refund cost, if you place 5 roads one after the other and refund them starting from 1st road you placed, you lose money.
I mean you don't lose money if you sell all of them, but my road cost 1024, but selling one of them gives back 32.
It should refund based on the road type only.
Or even better, if you can just buy a road and it stays in your inventory as a puzzle piece.
Thanks, those issues are on our list.
Code for the herb removal:
int countRemoved = itemList.RemoveAll(i => i == item.ItemReplaced); for (int i = 0; i < countRemoved; i++) AddItem(item.ItemReceived);
My guess is that we are updating UI for each item removed which forces UI to redraw, we will fix it in the next update.
This game is too slow...I've been trying it many times, the highest I went to was second map lvl 10...way too many item slots making it a pain to find new equipment.
Perhaps this game has a lot of interesting things to offer, but I will probably never get to experience those as the game is just too slow paced...it takes forever to get anywhere.
Dev, sit down and play the game without speed ups, see how "fun" it is
Remove half of item slots...OR lock them behind some areas(like the rest of the game is locked until you kill lvl 10 area monsters)
This way I am not spending eternity praying to drop all pieces(even worse if I am looking for specific stat < btw I tend to go for flat drop rate which may or may not make a big difference in getting more items much faster >)
No idea what 2|4|6|8|10 % awakening bonus does...do I get 10% more awakening exp per second or do I get 10% more points when I awaken or something else?
Hello,
I have a struct like this one:
function TileObject(_sprite, _object, _blocked,[...]) constructor { sprite = _sprite; blocked = _blocked; destructible = _destructible; movable = _movable; rotatable = _rotatable; object = _object; openable = _openable; Copy = function() { return new TileObject(sprite, object, blocked,[...]); } static Add = function(_sprite, _object, _blocked,[...]) { var _instance = new TileObject(_sprite, _object, _blocked,[...]); array_push(global.tileObjects, _instance); } }
Typing
TileObject.Add(
will not autocomplete arguments
Typing
TileObject.
will not autocomplete its properties either.
This is the main missing feature of GMS 2 that I complain about, is there a chance this ever gets added?
I don't mind manually "connecting" struct methods to the struct itself, as long as the editor can "see" the connection and make my life easier, so I don't have to keep struct window open on the side to use it.
Perhaps you have some workarounds for it?
JSDocs or a plugin will work for me, just make my life easier :|
Thanks
Suggestion: Add grid/slots where you can place buildings(others would not allow it)
My OCD is going crazy when I misplace a building 1 tile in a wrong direction...
Make it so you can only place every 2 tiles in all directions starting from main base.
OR make it so each building can have various sizes(coolant being 2x2, pump 3x2 or 3x3 etc...With images that take as much space too)
OR maybe Pump requires Water tile and is 1x1 only(so you avoid situation where you get 1 tile of water and cant place a pump there.
OR you can add "roads" that will increase speed(you can place it on water too), so your path finding would use roads if it's faster to get to the location.
So many possibilities, this game has lot's of potential, I hope to see it someday on Steam when it's "finished"