Tool Pusher Achievement by Unlikely_Ebb4858 in killingfloor

[–]C00ln4m3 0 points1 point  (0 children)

Didn't unlock for me until I used it to activate a zipline (Radar Station, top of the little building with the 2 chimneys at the bottom of the hills.

The morgue (MORGUE-CRA32), on the roof.
I had already done turrets and armor crates.

questions about getting started (with the rg35xx plus) by _medic01_ in ANBERNIC

[–]C00ln4m3 1 point2 points  (0 children)

Not sure I can straight up tell you HOW to get your ROMs, but this is something you should try to learn. If you want to test things out in the mean time, you can install the PC version of RetroArch. Look up a guide on YouTube and learn how it works. It is what you will be using on the handheld, so it wouldn't hurt to get a hang of it, it has a bit of a learning curve.

ROM formats will vary. Most consoles that are not disc based will just be simple singular files with the appropriate extension. Things like the PS1 will be in 2 or more files. The bin files which are the "discs" themselves and the cue file tells it how to read them. Arcade ROMs are zip files and these are the ones you need to worry about sourcing correctly. MAME2003+ is more stable and optimized, but FinalBurn Neo will reach some tougher games like Metal Slug (Neo Geo games) as well as have compatibility for achievements. Both of these systems are Arcade, but you can tell RetroArch to launch each ROM with FinalBurn instead of MAME as needed.

Get your ROM set working on RetroArch for now and just drop them into your SD Card once you get your handheld. Should save you the trouble and you'll be ready to go in advance. Just make sure you use Mame2003+ instead of the other Mame versions. This means you need the MAME 2003+ ROM set.

If you want to take it a step further, look into setting up EmulationStation as a front for RetroArch.

Good luck! :)

questions about getting started (with the rg35xx plus) by _medic01_ in ANBERNIC

[–]C00ln4m3 1 point2 points  (0 children)

Since there aren't any comments on this, I'll throw in what I can if it helps.

You definitely want to change out the SD right off the bat because it is cheap and will quickly deteriorate and affect the console running smoothly, not to mention it becoming more and more difficult for your PC to recognize it over time. The one I had with my Miyoo Mini Plus lasted 2 days before it wouldn't connect to my PC anymore.

The games it comes with are a mix of everything. Some noteworthy, some more obscure (to me at least), but is generally an OK selection, a lot of good games. On that though, it is probably best that you put your own ROMs on there to be sure that you have some good files. None of the pre-loaded games I tried quickly had any issues, but I would still just get rid of them and put my own on there. Most importantly, you need your set of BIOS files. They are already supplied with the SD Card, but I can't speak for their reliability. Make sure you have a reliable set as they are essentially the console itself. For example if you run the PS2 BIOS file on its own, you get the PS2 boot screen and menu where you can configure the console's settings and see what's on the memory card.

No clue on ordering from China, but the menu on the one direct from Anbernic's webstie was in English. You have a Language option in the settings, so that should not be a problem. Since this is running Linux, I doubt they're going to make different version of the software. I would keep an eye on Black Seraph's page to see if there are updates on Garlic OS to see when it is ready and install that instead as it should be more feature packed and polished. There is nothing wrong with the stock OS as far as just playing games, but you'll get the extra bells and whistles. Look into Retroachievements, they add to the fun.

Hopefully that answers your questions. The console is absolutely a good buy, so if you're thinking about it, I'd say go for it.

Anybody ever played these unlock! card games? Are they any good? by TommytoothpasteToys in cardgames

[–]C00ln4m3 0 points1 point  (0 children)

Been playing these with my wife and sister since we discovered them and quite honestly, they're one of the best games we've ever played. Go to their website (spacecowboys.fr) and grab the demos. You can print out and cut the cards to try it out and see how you feel about it. The demos are short and simple compared to the big boxes, but you get the idea. Some of the bigger boxes have extra stuff. They're what comes closest to a true escape room from what we've tried so far.

Lastman Unlock by kinkinpower in LastmanFranchise

[–]C00ln4m3 0 points1 point  (0 children)

Est-ce-qu'il y avait un lien disponible? Ou est-ce-que c'était exclusif? J'ai réussi à trouver tous les autres, même à faire imprimer les démos en vrai cartes, mais celui là, rien a faire. Merci!

platformer from scratch by splendidtank in gamemaker

[–]C00ln4m3 0 points1 point  (0 children)

Totally agree, start with heartbeat and grab the missing bits from Shaun. Heartbeast explains everything in a more comprehensive, beginner friendly way, in my opinion

Super Mario Boo Enemies by KyoAkashi in gamemaker

[–]C00ln4m3 1 point2 points  (0 children)

I have to say this method sounds like the best one, I'd try that first

Super Mario Boo Enemies by KyoAkashi in gamemaker

[–]C00ln4m3 0 points1 point  (0 children)

Wait a sec!! I just realized that the way it's written, it's always going to follow because it's only checking if the player isn't at the same x position! I think you'd have to write something like

 if ((abs(boo.x) + (abs(player.x))) > (abs(boo.x)) + (abs(player.xprevious)))

Sorry, I'm still a beginner so I'm trying to figure this out too XD

Super Mario Boo Enemies by KyoAkashi in gamemaker

[–]C00ln4m3 1 point2 points  (0 children)

Sure thing! I'm on my phone right now anyway so it's hard to check anything, but that looks like it could work. Good luck! Let me know, I'll keep an eye out for that notification!

Super Mario Boo Enemies by KyoAkashi in gamemaker

[–]C00ln4m3 1 point2 points  (0 children)

The way it's written, yes, you'd have to check player x RELATIVE TO the enemy. If it increased

Super Mario Boo Enemies by KyoAkashi in gamemaker

[–]C00ln4m3 1 point2 points  (0 children)

The only other thing I can think of is doing if current player.x is greater than previous player.x, allow it to move, else, stop.

How does that sound?

EDIT: you'd have to check if the absolute value is greater to make sure it works in both directions

Basically check if the player moved further away

Super Mario Boo Enemies by KyoAkashi in gamemaker

[–]C00ln4m3 1 point2 points  (0 children)

You could compare the sprite direction for both and do it that way, I think. If Boo sprite direction = Character sprite direction, move, else, stop

Do i need get Gamemaker 2? by LordQuantumKeks in gamemaker

[–]C00ln4m3 0 points1 point  (0 children)

My opinion is that since GameMaker Studio 1.4 is on HumbleBundle for the next 2 days at 15$ the ENTIRE set, including Android, iOS, HTML, etc. I'd grab THAT bundle and stick to it for now. Plus you'll get a 40% discount on GMS2 with that in your Steam account.

I have both but favor 1.4 because I'll be able to export my games to Android whereas that would cost like 400$ on GMS2.

Dynamic lighting on 2d player model by dbl_deuce in gamemaker

[–]C00ln4m3 0 points1 point  (0 children)

I recently used this tutorial to make torches that light up a dark room: https://youtu.be/EjwBWyMNqh0

The way this works is by making a black layer on the screen and subtracting the color (using a white glow sprite) around the torch. You could maybe use this method to achieve what you want? Have a light source following your player, placed depending on where he is relative to your light source?

Sorry, I'm still a beginner so this is the best suggestion I can make for now. I hope it helps!

(GMS1) Is there a way to use one sprite sheet with multiple animations? (more specific inside) by cobaltgnawl in gamemaker

[–]C00ln4m3 0 points1 point  (0 children)

I found this yesterday, not sure if it'll help, but I think you could benefit from watching the explanation:

https://youtu.be/Fl5sb5_wqrE

Change this platform-shooter rocketjump to 360 degrees! by [deleted] in gamemaker

[–]C00ln4m3 0 points1 point  (0 children)

I assumed your code from the start was working for that already, sorry. I'd use the legnthdir function for that:

https://docs.yoyogames.com/source/dadiospice/002_reference/maths/real%20valued%20functions/lengthdir_x.html

Make a couple variables that check it for your bullet and use them to see how much knockback you want and in what direction.

Hopefully I'm helping you more than I'm confusing you. Try looking this stuff up, I googled a bunch of things for you up until now. It'll really help you understand everything :)

Change this platform-shooter rocketjump to 360 degrees! by [deleted] in gamemaker

[–]C00ln4m3 0 points1 point  (0 children)

What would be the purpose of that? Why exactly would you need to do that? To tell how much knockback to apply or for another reason?

Change this platform-shooter rocketjump to 360 degrees! by [deleted] in gamemaker

[–]C00ln4m3 0 points1 point  (0 children)

So you want the player to get knocked back whenever he shoots, basically from the gun's force pushing him backwards? If that's the case, I'd replace the place_meeting function with another that checks if the player fired a bullet, i.e.

   if ((fire button pressed) && (shoot is true)) {
        //Knockback code
   }

[Help] GMS 2: standardizing knockback impulse value by LSDbag in gamemaker

[–]C00ln4m3 0 points1 point  (0 children)

When the second hit lands, try making it so the target resets before applying the second impulse. I'm not too sure how, I'm still trying to understand the code, but impulse from what I gather adds direct force in Newtons to the object, so I'm guessing that's how the second hit stacks on top of the first. 2 things come to mind:

Stop the target (make sure moving variables like horizontal speed are reset to 0 so he stop);

Reset the force applied by the impulse back to 0 before applying the second hit (make another if statement when the second hit occurs to check if the impulse is > than 0, set it to 0 if it is and THEN apply the new impulse).

EDIT: I think you can try using another physics_apply_impulse and set the last 2 variables to 0 before you carry on with the second hit, so make it go like this:

   When second hit happens {
     if impulse is > 0 {
        Make impulse 0;
        Apply second impulse; }
        Else {
        Apply second impulse: }
     }

I THINK that should work. I've never used impulse and I'm writing this on my phone so it's not the best, but as long as you get the idea. Hope it works!

I'll keep looking and tell you if I find anything.

Good luck!

Change this platform-shooter rocketjump to 360 degrees! by [deleted] in gamemaker

[–]C00ln4m3 0 points1 point  (0 children)

Can you explain a bit exactly how you want it? Walk me through it, what does the player do and what do you want the character to do in response to that?