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Alcarys Complex
A story-driven action-RPG.

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[Dragonstar] Game Maker Help Needed: Player Collision

making the collision conditionals match the gravity (i.e. checking if there's a collision at 0,2 instead of 0,1) solved it for me, though there is kind of a floating issue i can't figure out right at this moment. i also deleted the set vertical speed commands in release-left and release-right.

also, as an aside, you're running way too many instances for it to be viable on a large scale. your main problem with the instances is that all the ground pieces are represented as objects - if you make your ground sprites into tiles and then just make some generic collision solids for your character to run into, you'll probably cut the instance count down by 1/2 or more.

you also may want to pick up GML - in the end, you'll be able to do a lot more and it'll be a lot simpler. it's hard to really tell what's going on in this with D&D and it'll just get more and more complicated the more you add to it.

[Dragonstar] Game Maker Help Needed: Player Collision

yeah, just put it in your locker or something and i'll take a look at it

[Dragonstar] Game Maker Help Needed: Player Collision

can you post your collision code (as well as any other code you think is prudent)?

Indie Game: The Movie

author=MrChearlie
...I totally lost the concept of the word hipster... what is actually a hipster?


there is no concept. the word's become a cudgel.

Pricing of indie games

i've been collecting my thoughts on this and might (might) post later but i just want to say that if you're an indie developer who sells commercial games and you're not a customer service paragon, you are wasting your one advantage over the big guys.

Going commercial?

-Do you make games for money?
apparently. i think there's a difference between "making games for money" and "making games where money is a by-product" because the former implies that the pursuit of money is the main goal. it's not. the main goal is being able to support myself on what i do. the quote isn't "money is the root of all evil," the quote is "the love of money is the root of all evil." i don't love money. it's pretty cut and dry when you break it down.

-Given the chance, would you work on commercial games?
yes, with a caveat: i do not intend, and will never intend, to work for any large video game company. i disabused myself of that notion long ago.

-Do you aspire to make games for money one day?
already doing it. baby steps.

-Why would you NOT make games for money?
collaborations and small, experimental projects are nice to release every once in a while! they serve as portfolio builders as well as a nice treat for fans that follow your games.

also quoting this because it's fuckin' true

author=TFT
game design school is a waste of time and money when human beings in the indie scene are making splashes. 1 course of college could probably pay for 1 indie game. i find it staggering how people will spend thousands of american dollars to go to digipen only to end up handing sandwiches to blizzard employees when they could have taken that 1% of money from school to create a project with full creative freedom.

god save the games.

Need assistance in removing 'artifacts' from a transparent image

you don't even have to but if you want to, just "Pasty" is fine

Need assistance in removing 'artifacts' from a transparent image

you need a graphics program that can feather, invert, and expand selections in order to do this. here's my attempt.



there are artifacts left over, but it's a lot cleaner than it was. you'll have to manually go over the image and remove these artifacts.

Please tell me RMN likes Hip Hop!

Whatchu Workin' On? Tell us!

right now i'm beginning the prep work for my engine open-source. among other things, everything needs to adhere to a standard naming convention, and i'm still trying to figure out how to deal with that. also a lot of features need to go through a massive restructure in order to be useful to people who are not me. but i can still do it!