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Yal's SoulsVania Engine

Metroidvania / Soulslike project for GameMaker:Studio · By Yal

This is awesome.

A topic by Roden created Nov 27, 2019 Views: 396 Replies: 3
Viewing posts 1 to 2
(+1)

Way to raise the bar! I don't even play Souls games, but I know a good asset when I see one.
There's just so much. I'm excited to unpack it, though. I wonder what the GameMaker scene would look like if something like this was included with the program? Anyway, great work!  d(^^)

Developer(+1)

Glad to hear you like it! I had my doubts I'd ever be able to finish the project at some points, thinking I'd bit off more than I could chew, but it was a pretty amazing feeling to see everything come together and start working properly in the end. 

(+1)

Wow, Yal this is amazing. I am currently working on a project, and I cannot abandon it now for this one, but this has some great features I may want to export to my own project. I am mainly interested in the  controls mapping system, and the other options at the tile screen. How hard would it be to incorporate those into my own project? If not, maybe you could make a new separate asset that has all the menu options and controls any project would need! :D

P.S. All your work is really impressive! You are truly a master of Game Maker Studio! :)

Developer (1 edit)

Thanks for the kind words! ^__^ Controls remapping could be a bit messy to lift in, since every key interaction in the game uses the input system instead of standard GM keyboard events... so if you've got five thousand keyboard events spread over every object in your game, it would be some work to refactor them all.

The options menu should be a bit easier to lift in, but there's a lot of stuff you need to lift in: all the GGUI scripts (for the menu system), the horizontal, vertical and grid menu objects (and their parents), and all the relevant menu initialization and event scripts (and also mcb_optionssettingchanged, which is run when an option-menu setting is changed). And then the options_apply() and options_save() scripts to handle the options settings themselves... Thankfully, this should be pretty easy to import with trial and error. Once you think you've imported everything you need, try running the game and browsing through the options. You should get error messages along the way if you missed any objects or variables.

The options themselves just alter global variables that the various systems use (like the music and sound-effect volume variables which are used by the bgm and sfx scripts) so it should be pretty simple to deal with and extend.