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ThatTwoGuy

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A member registered Dec 31, 2019 · View creator page →

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Really like this game but for some reason my laptop goes NUTS (fan running at its loudest, keyboard lights coming on) when I try to run it. Would you have any idea what would cause that?

I'm here to see fish

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Wait, if that's the case then how did you manage to keep the image from being butchered in windowed mode, when it's in lower resolution? Obviously the character sprite is lower res and you can see the pixels but like, damn, that's a smooth transition for a bitmap!

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Weird question but what did you use to make the visuals for your game? I would assume that the character animations were made in adobe animate (as that's the only form of vector graphics GMS2 supports in sprites besides Spine), but if you wouldn't mind I'd like to know just a bit more about your method (especially in regards to environments), speaking as a fellow GMS user who wants to avoid ye olde pixel graphics artstyle.


Obviously you don't have to answer if it would be too revealing in regards to your work methods.

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Just bought the engine. Not a trained programmer so I can't exactly speak to the usefulness of it so far, but the numbers in the top left while running look promising! Two questions about the masks of slopes and solid objects

For solid masks: does it really matter where the origin is? I realize that it's probably in the top left just to make placing easier, speaking from the experience of having used one with a middle center one for much too long, I just want to be sure on this count.

On to more substantial questions though: I noticed that the slope just uses a rectangular mask rotated diagonally in the room editor. While this certainly does work, I would like to know if there would be too many problems replacing it with a triangular mask instead? Just because rotating a box every time you want a slope seems like a bother for level editing. (Unless there's some keyboard shortcut to rotate the object 45 degrees and I'm ignorant of that.)


Alright, thanks again for your help! Definitely gonna buy this now, if only because your customer service is so on-point.

Alright, just one more question and then I'm done: could the system be modified to allow for slopes?

It occured to me to ask another question - you already explained how to adapt the collision system to a larger set of sprites elsewhere, but would the engine have any issues regarding processing speeds and such with, say, a 64 X 64 sized character + 32 X 32 tiles?

Thank you so much for the response! Considering how basic my physics are as is, I don't think it should be too hard to append my systems onto the Maria engine or vice versa, so long as it's easy to tell what's dependent on what. I do worry about the matter of scope, as you mentioned, however; I'm hoping to add on a lot of unique setpieces that would be hard for any pre made engine to account for, so I'm going to try messing around with what I've already got some more before making any purchases. Again, though, thank you!

I hope you don't mind answering this odd question but, should I buy this engine if the final product is going to deviate substantially from Mario-style platforming? I've been trying to build a Klonoa-like game but am rather new to programming, so I'd like to buy something to reverse engineer and add to what I've already developed.