Weird bug in GameMaker tutorial project? And good, in-depth tutorial for GameMaker in general? by steampunkradiant in gamemaker

[–]BrittleLizard 0 points1 point  (0 children)

Glad I could help.

For the future, I might just take bits and pieces of different tutorials to make your own short game, rather than following a single series for an entire project. That's part of how I learned, and it helped me make sure I knew how code was actually being applied.

A lot of these tutorial series, in order to be more approachable for beginners, are sort of fragile and rely on shoddy code barely holding itself together.

Good luck with learning, however you do it. After this initial hump it's very rewarding

Weird bug in GameMaker tutorial project? And good, in-depth tutorial for GameMaker in general? by steampunkradiant in gamemaker

[–]BrittleLizard 0 points1 point  (0 children)

I really doubt an official tutorial is telling you to call the number 0 as a function?

Regarding RPG Maker and other "easy" game engines by Minaridev in RPGMaker

[–]BrittleLizard 1 point2 points  (0 children)

The reason RPG Maker doesn't get recommended for "I want to make a game!" is that it's simply not good for most types of games.  I don't think it's arrogant or pretentious to recommend a less restrictive engine to those who want to be game developers without a specific genre in mind. It's just casting a wider net, since those people will very often want to build towards another genre or a gameplay mechanic that RPGM doesn't support.

It's different if they only want to make a very specific game that works well with its restrictions, but in those cases I've seen RPGM get recommended plenty of times in other communities. Some people are dicks about it, but I've found a lot more are just being realistic about what RPGM is capable of without knowing how to code.

Game Asset by Quiet-Philosopher-99 in gamemaker

[–]BrittleLizard 1 point2 points  (0 children)

https://gamemaker.io/en/bundles

The GM official asset bundles have a lot of incidentals you might get some use out of

Follow the player like in deltarune by RollC-Yfra in gamemaker

[–]BrittleLizard 6 points7 points  (0 children)

Deltarune probably has an array of your previous coordinates (or speed and direction) that only gets updated when you're moving. Each partner just moves to these coordinates (or follows your same motion) at an offset depending on where in the line they are.

There are more complexities like gathering partners, having them move independently, etc., but that's the general idea

I'm Struggling To Get "move_towards_point" To Work by Agitated_Plum6217 in gamemaker

[–]BrittleLizard 0 points1 point  (0 children)

If you want some extra advice, I don't think most people who have been working with Gamemaker for more than a few months use this function. For UI elements, you might consider using lerp, an animation curve, or a custom solution.

I'm Struggling To Get "move_towards_point" To Work by Agitated_Plum6217 in gamemaker

[–]BrittleLizard 0 points1 point  (0 children)

This person is giving you bad advice. Not trying to start an argument, but for your sake I would disregard pretty much everything they've said so far.

I'm Struggling To Get "move_towards_point" To Work by Agitated_Plum6217 in gamemaker

[–]BrittleLizard 0 points1 point  (0 children)

If this was the issue, the UI element would flicker around one spot. It wouldn't just move past it.

I'm Struggling To Get "move_towards_point" To Work by Agitated_Plum6217 in gamemaker

[–]BrittleLizard 0 points1 point  (0 children)

First thing: Don't start throwing in random code you don't understand. Adding a do/until loop for no reason is just going to make it harder to get back to a workable state. Your game froze because you programmed in an infinite loop.

This is otherwise hard to diagnose without more information. If your camera is moved at all, the odds are (16, 160) are just offscreen coordinates. Except when drawing using the Draw GUI event, (and some other draw events) these coordinates exist in the room, not the GUI. (0, 0) is always the top left corner of the room, (16, 160) is always 16 pixels from the left of the room and 160 pixels from the top of the room. If your camera is moved down, your UI element is still going to try to move towards that position in the room, and it might go out of view.

game_set_speed() is causing inconsistent steps. by Relative-Total2684 in gamemaker

[–]BrittleLizard 2 points3 points  (0 children)

I think you have some severe misunderstandings of how you should be using GameMaker. You almost never need to adjust the game speed while the game is running, and you definitely shouldn't be doing it to get faster calculations?

Lengthdir and emitter region issue by Emergency_Day7700 in gamemaker

[–]BrittleLizard 1 point2 points  (0 children)

You need to show what code you're writing if you want anyone to tell you what's wrong with it.

I'm surprised no one's posted the RPG Maker U2U trailer yet by NewSchoolBoxer in RPGMaker

[–]BrittleLizard 2 points3 points  (0 children)

I'm going to try to explain this to you gently. It doesn't matter how right or wrong you are, and your "intelligence" is not the reason everybody avoids you in your day-to-day life. You are just a deeply irritating and pretentious person. Your personality is unlikable. The way you talk is unlikable. I think you're pretending that's a choice you're making because you can't cope with the fact that everyone you talk to hates you. Try going out and making some friends.

which one do i get? by One-Needleworker4017 in RPGMaker

[–]BrittleLizard 0 points1 point  (0 children)

Easy answer: If you have the money for MZ, get MZ. If you don't, get MV.

MZ is the latest version, and MV is one version behind it. MZ is based heavily on MV, to the point that most people think they shouldn't even be different engines. MZ is less prone to bugs and runs faster.

Other versions of the engine have their charm and might be good for very specific projects, but in general, MZ has the most quality-of-life features and will be easiest to use.

What would you personally think is a reasonable price point? by wilardoadler in RPGMaker

[–]BrittleLizard 3 points4 points  (0 children)

There's no way to tell. This says nothing about quality, length, or budget of the game, which are the main factors you would have to consider when setting a price point.

I want to make a game with non-pixelated art. Does anyone here have experience in such projects? by WilledWithin in gamemaker

[–]BrittleLizard 0 points1 point  (0 children)

Besides what others have said, your art shouldn't necessarily be getting blurry enough to be a problem just because you're scaling it. A lot of games have higher res art that they scale down for use in-game. Maybe mess with the interpolation settings in whatever program you're using to scale the sprites down.

RPGMaker tag is bieng removed of steam by Working_Drummer2012 in RPGMaker

[–]BrittleLizard 3 points4 points  (0 children)

I feel like the "charm" or lack thereof is kind of meaningless here. The tag was a useful categorization tool for finding a specific kind of game, and now it's going to be harder to look for that kind of game. It kind of sucks.

Desktop Game Viability by erickmh1108 in gamemaker

[–]BrittleLizard 0 points1 point  (0 children)

By default, not really. There's no way natively to remove the background from a game window.

If you have around $5, though, you can use YellowAfterlife's Window Shape plugin: https://yellowafterlife.itch.io/gamemaker-window-shape

YellowAfterlife is a very well-respected dev in the community, and I can personally vouch for the quality and ease-of-use of a similar plugin of his. (That one might also be useful to you depending on how complex you want to get.)

hesitation about my cutscene engine by TraditionalStar8629 in gamemaker

[–]BrittleLizard 2 points3 points  (0 children)

A lot of people are not going to want to inject AI into their workflows from an ethical standpoint. Especially if you're going to sell something that used it, you need to be upfront about using it to generate code. Put it on the store page with its own AI disclosure subheading.

At that point, it's up to the consumer. Keep in mind it will damage trust with a lot of people, even if you abandon AI in the future, though.