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Thomaz

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A member registered Oct 31, 2015 · View creator page →

Creator of

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Integrating into gm would be better than most of the promises they have in store for us actually. I wish they would talk to you to do something better integrated.

Btw, at some time I believe you should start charging us again. It's amazing that you are still updating.

pesquei tudo, é muito é massa

Is AMD GPU support for windows completely discarded or are you looking into it in the future?

que eu lembre ele faz live no youtube tb

Awesome! amazing response. Yeah I thought about that possibility, but I don't believe it scales in gamemaker, sadly =/. 

But thanks a lot! This explanation may help in other stuff I'm making ^^


Wishlisted the game. It seems awesome and seeing your devlogs is very entertaining.

Played the demo and I found it to be very entertaining. That's awesome! May I ask you something that would be cool in a devlog? 

How did you manage to calculate the percentage of completion for each individual object? What is the data structure you're using to do this. I'm doing a similar style painting game but in gamemaker,  but surfaces doesn't give me enough info about that kind of stuff. For instance is a pain to do bucket fill with surface lol. Saw some of your devlogs it seems at first you separated each part of the sprite into mini parts, but now it seems you have something more complicated that each pixel is counted towards completion.

Muito obrigado cara! Atendendo a pedidos fiz uma versão pra android também:  https://play.google.com/store/apps/details?id=com.zelun.cleito

Obrigado por comentar! =)

Cool concept. Fun puzzle adventure.

Minor bug: It seems you can kill enemies through the walls on the last stage.

Is it a function that predicts or is it a ghost version of my object? Does it calculate using phy_speed_x or just with a defined force? The return is a list of points that the object will pass through?

Yep I thoght about this :) This was my first time doing a 3hour game though. Thanks!

https://zelun.itch.io/hare