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Alcarys Complex
A story-driven action-RPG.

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Hello.

So, who's used Game Maker and can tell me how awesome it is?

i agree with everything said in this topic.

also buy Pro if you're really into it. $25 is a paltry price to pay for all this:

Game Maker Pro has the following additional functionality:

* No Game Maker logo is shown when running a game.
* No regular popups to remind you of upgrading.
* Use rotated, color blended and translucent sprites.
* Additional options in the sprite and image editors.
* More actions e.g. CD music, rotated text, and colorized shapes.
* Special sound effects and positional sound.
* Create splash screens with movies, images, web pages, text, etc.
* A particle system to create explosions, fireworks, flames, rain, and other effects.
* Advanced drawing functions including example colorized text and textured polygons.
* Create 3D games.
* Multiplayer functions allowing you to create network games.
* Define your own room transitions.
* Create, load, and modify resources whilst the game is running.
* Create and use data structures.
* Functions for motion planning.
* Include additional files in the game executables.
* Use extension packages.
* Define your own trigger events.
* Game collaboration tools.


bolded features are the reasons i find GM Pro indispensable and a bargain for the price you pay. having data structures in particular available will make databasing, for example, an RPG much easier.

Hey everybody, i'm new here.

Your country's music.

geodude: i am interested in british music beyond every song that exudes "heh....those crazy brits and their debauchery" (ex. stuff like the fratellis and franz ferdinand) so if you would post some cool british groups or solo artists that maybe united statesians never heard of it would definitely be pretty cool of you

i suppose i'll use this opportunity to post some underground rap i like





Time for a little break.

author=Jericho
the storm of negativity


in the storm of negativity rain is composed of a 20/80 mix of tears and cheeto dust

Space Funeral

hey, grats on this (and on getting frontpaged again at TIGS as part of their GOTY round-up).

Sonic loops are possible?

shortcuts like that are just inflexible and sweet christ would that be a lot of work.

i'll reiterate: the best way to do this requires at least a passing understanding of trigonometry. define two sensors and use the line you draw between them to calculate the angle you need.

consider looking on the game maker community for an engine that does what you need, because you damn sure aren't going to find one for VX.

Sonic loops are possible?

i would think that making perfectly square loops would be counter-intuitive to fun in a sonic-style game.

if you're talking about loops that are more rounded rectangles, you could have sprites that depicted the character upside down or sideways, but take a moment to consider how janky that would look. you'd have four sprites to cover 360 degrees of movement. this means once your sprite passed a 45 degree angle it would be using the sideways orientation, which would be very jarring to someone playing.

and allowing the character to fall if the movement button is released won't help either because there'd be no sense of momentum, which is crucial to a sonic game.

Sonic loops are possible?

start here: http://info.sonicretro.org/SPG:Solid_Tiles

speaking more generally (and as someone who has made a sonic-style prototype, but in GM), the basic concept is that going past a certain set speed will allow the character to hug the walls as long as two sensors (one on either side of the feet) remain in contact with solid ground. if the character jumps or falls below this speed, they're no longer on the ground and their sprite is reoriented. this is for general ground level and slope movement, though.

it's nothing crazy like changing a gravity direction variable - otherwise, anything that relied on this gravity variable would change gravity direction along with the character that needed it.

if you want loops, you're going to have to combine that methodology with a layer-switcher object and a layer variable. switching between layers should allow the engine to ignore the layer you don't want the player to run into. if you're running right, you first want one layer active - in this case, the bottom right corner of the loop.

when you pass the peak of the loop, you want to switch the layer so that the bottom left corner of the loop is active and the bottom right corner is passable. this should allow the character to run past the bottom right corner of the loop and exit.

you're going to want to use an engine that can handle radians, though - i don't know if RMVX can do this. the modern method of this will require a lot of trigonometry in radians in order for the engine to handle the movement accurately. if VX can't do this, you'll need to switch to a game builder that can.