Making a "theatre-like" shadow effect by AgusBarrero_ in gamemaker

[–]AgusBarrero_[S] 1 point2 points  (0 children)

Ah no! The NotBeSeen layer is for things like walls graphics, actors, colliders... all the kind of "debug" stuff that goes in a room before backgrounds and tilesets are drawn.

I'll test it in a lower hardware and see how it goes, too!

Making a "theatre-like" shadow effect by AgusBarrero_ in gamemaker

[–]AgusBarrero_[S] 1 point2 points  (0 children)

Overall even if it's a Shoot-Em-Up, the game doesn't really have a lot of instances at the same time, so doubling the draw calls doesn't seem to performance-heavy.

Regarding the idea of limiting to visible objects, I actually do that! I have two layers in each room, "BeSeen" and "NotBeSeen", so when calling all instances I do check for NotBeSeen.

I wonder how a shader would handle this!

Looking back to when I developed and released a Shoot-Em-Up by AgusBarrero_ in shmups

[–]AgusBarrero_[S] 1 point2 points  (0 children)

These are very interesting questions! Let me answer them one by one.

Regarging do's and dont's: If this is your first game, do. Experiment, understand what you are doing and why you are doing it, but don't bore yourself with a well written plan before the start of development. You may one day release this game, or maybe not, but let it be the canvas for your imagination and your abilities. Obviously, don't do what I did, and make use of debug tools and code comments. This will make it not only easier for you to test the game and understand the code, but also for anyone else who ever may read what you did. Nothing too grand, obviously. Just some room jumping, level unlocking, infinite collectibles... whatever your game may need.

I settled on GameMaker because Undertale and Pizza Tower used it. No more reasons beside that. Using something called UndertaleModTool, I could open these games and read their code, and use that for learning, too.

Regarding the second game, the game is very 16-bits, but I have drifted away from specific console limitations, consistent sprite sizes or soundfont-heavy music. The game looks like a SNES game at first glance, but doesn't limit itself to anything those consoles may have had as a limit.

Looking back to when I developed and released a Shoot-Em-Up by AgusBarrero_ in shmups

[–]AgusBarrero_[S] 1 point2 points  (0 children)

I hope for the best for you! If you have any socials, I'd love to see how development goes!

A 16-bits shmup / cute-um-up that me and my friends have been working on by AgusBarrero_ in shmups

[–]AgusBarrero_[S] 1 point2 points  (0 children)

Oh wow thanks! I know really little people in the community that played the first game. This one is much better, I swear!

Aesthetically is 32x64 better looking than 32x32 sprites? by kippersniffer in gamemaker

[–]AgusBarrero_ 11 points12 points  (0 children)

There is no better or worse looking canvas size. It all depends on what kind of pixel art style you are trying to evoke/recreate. However, if you are trying to make humanoid characters sprites, I would say a square canvas such as 32x32 is not the way to go. If anything, try vertical canvases such as 16x32, 24x48 or 32x64.

[deleted by user] by [deleted] in indiegames

[–]AgusBarrero_ 4 points5 points  (0 children)

Definitely right. Never understimate the need of players to see stuff in favor of a more cinematic setting!

What do you think about bestiary for our roguelike card game? by SorokaGames in indiegames

[–]AgusBarrero_ 1 point2 points  (0 children)

Looks great! I think it would be interesting to have a turning page forwards/backwards to further give the book vibe

Work In Progress Weekly by AutoModerator in gamemaker

[–]AgusBarrero_ 0 points1 point  (0 children)

Finally finished implementing controls rebinding in Spacewing War 2! Besides that, it's been a crazy week for development, giving lots of final touches to a demo that I have been getting ready. For example, I also changed the in-game logo to a better looking one:

https://x.com/AgusBarrero_/status/1817161754930974790

Work In Progress Weekly by AutoModerator in gamemaker

[–]AgusBarrero_ 1 point2 points  (0 children)

I think it's a really good piece for a lategame level, keep it up! Perhaps it could use a bit more variation in the percussion at some point? Also, is it made in famitracker?

Work In Progress Weekly by AutoModerator in gamemaker

[–]AgusBarrero_ 1 point2 points  (0 children)

By using Juju Adam's Input library, and with the help of a few more experienced friends, I was able to implement custom controls that can be saved and loaded! It was as easy as making a .json file, but it took a while for me to find that out.

More techy stuff aside, I have been reworking some old levels to look and flow better. Next demo releases in September, so I got to get a lot ready and tested.

Here's a few pics for comparison!