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Xerra

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A member registered Mar 27, 2017 · View creator page →

Creator of

Recent community posts

Hey Jeffrey, sorry to trouble you but I'm having trouble logging into Denial now, my account became inactive I think. I've asked someone else to email admins to see if they could unlock LordXerra username, so i can get in again, but he's had no response. 

I think you're an admin on the site, if i remember rightly? Could you help me out here? I've still got login name and password, just looks like i'm locked.

They haven't done it yet :(

Can't even create a new account as my other email address was used there a long time before this one.

That would be fantastic if you could give me a bit of advice. As soon as i get access back into the Denial forums i'll message you from there so I don't clog up this games comments. Thanks a lot for your help with this. Very much appreciated.

Hey mate, apologies for reaching out to you this way, but I'm trying to get some assistance on using Kick Assembler with the Vic 20 and went to try and get onto the denial site forums login to look there. My login seems to have been deactivated as I've not been there in a while, and, while they state I should contact a board administrator, they don't actually give an email to do so. Any chance you could login and contact one on my behalf and ask them to unlock the username LordXerra for me? I noted you're a member there too, and also use Kick Assembler with the Vic.

Many thanks, Xerra.

Hi mate,

I wrote this in Gamemaker studio. It took me around 8 weeks to put together.

I had a feeling you'd get hold of this one and tweak it, Andy :)

So many memories of late evenings playing this game in the local chippy on a Friday evening back in the eighties. That's probably the greatest compliment that I can give. Well done.

Mark, any chance Blitz3d could ever come to Mac? Using metal or something, or not being in the know, there's probably directX on there too by now.

Brilliant stuff. Genius work on the humble Vic 20.

Thank you for your kind words.

I've had a much longer play-through on Demon Strike this morning, Adam. It's really great work. I had so many nostalgic memories of the local chip shop and blasting away through the conveyor belt on the mother ship on their Vanguard (or was it Phoenix) arcade cabinet.

Sound design very good, btw. I recently got a decent set of speakers with sub-woofer and the intro sounds were buzzing back and forth between the speakers and really freaking out the cat.

Jack says thanks for that :-)

Thanks Adam.

Brilliant. Well done, Adam.

This is a great bit of work, sir.

Every game you make, you excel yourself. This is fantastic work.

Bought this from Lulu a few weeks ago now. A great reference. Thank you, Jeffrey.

Is it just me that also wants to retire with miss Jigglytits?

When you're modifying that x value so make the increment the square moves bigger and smaller, you are not saving so GMLive doesn't know the step event has updated, unless I'm missing something here. I can see the * next to the filename which is what makes me think this.

What you are trying to do should work just fine with GML.

Great little game.

Well done, Wiebo. Glad to have helped you over the line with some testing for this one. A great game. I so loved playing the original arcade game in the local chippy as a kid. Great memories.

This is frankly excellent from a technical level. Also very hard to play - which I'm sure is the point. Great work, mate.

Needs some strafe keys to play effectively, I think.

CBM Prg studio is great for development at assembler level for Commodore machines. If you ever want to try doing it in a bit more user-friendly language then perhaps have a look at TRSE. It's fantastic for working on Vic or C64 games :)

https://lemonspawn.com/turbo-rascal-syntax-error-expected-but-begin/

The more people developing for the wonderful Vic 20 the better. Great game, mate. Well done.

What dev system did you use to program it? 

It will work again as soon as it gets updated. Some steam stuff has been made redundant in the newest GMS 2 patch which has caused errors when running GMLive. Look at the other thread on this forum if you want to fix the issue yourself. 

And, if I'm wrong about what your issue is, then perhaps posting what's gone wrong with it for you would help.

I did exactly the same thing trying to apply the patch as you described but I gave it another go anyway and still got the same error message. 

Then I tried doing the editing from the patch lines as Bulletproof Outlaws suggested and, after realising textedit on Mac doesn't work very well with code lines that long, I downloaded and did the cut/paste with Atom instead. Now I am up and running again finally.

Much appreciated to both of you for trying to help me out here. I don't have much hair left to pull out :-)

Not having any luck trying to apply the git patch. I just get the following error:

error: scripts/GMLiveAPI/GMLiveAPI.gml: patch does not apply

I've had a look at doing it manually but I'm not happy doing that as the raw data looks a lot more than what the lines look like when you look at the patch data to try and amend the right lines.

Can someone supply a fixed GMLiveAPI file so a simple cut and paste could be done within GMS 2 itself?

Thanks.

You're welcome. Glad you are up and running :-)

I'm just guessing here but I suspect it's because you have those 2 ndll files installed, which you don't need as they're for windows. Get rid of them and give it another go. Perhaps Neko is trying to use them just because they are there.

Derek, you are doing some great work on our humble Vic 20. Well done, mate.

MasterPlan community » General · Created a new topic Masterplan

This is a very well thought out and constructed project managing tool for just about anything. I had to buy it after working through the tutorial in the demo. Looking forward to managing my game projects a bit easier with this.

Good work.

Always interesting to read these posts about Scramble, Wiebo. I had a similar problem with GMS 2 when I wrote my first game using that. I had lots of separate objects all off doing their own thing and no dedicated game handler object to keep track of them all. It caused all sorts of wild problems with controlling instances of objects to update them with information from other objects to try and keep everything working correctly, even for something simple like a Pause mode. 

I learnt a lot from doing a bit of research before I started the next game as it's so much simpler to avoid future problems when you make sure you know what you're doing first.

Good luck with what you're doing.

Good work, Andy.

This is great work, Adam. Well done.

Don't forget to add the "xattr -d com.apple.quarantine sunken" instruction for Mac users to be able to play the game Catalina+

Nice one, Chris. A great advert for using TRSE to make games for retro systems. Well done :)

Hmm, that is interesting. It's been a while since I looked at the code for this but that part of the game was written very early on so I missed that as I was getting pretty good at the game once I finished writing it. I've been meaning to update the project anyway so this will give me a good excuse. Keep an eye open for an update on the page in a week or so.

Just to let you know that app works fine on my Catalina iMac after moving to applications and then running.

This is a great piece of work. I'll use it for my next game. Well done.