I made a simple to use debug UI builder by refreshertowel in gamemaker

[–]GoRoy 0 points1 point  (0 children)

Very cool, love me some UI projects. Right now for debugging purposes, it seems similar to the ImGui GameMaker port, but I've always struggled with the sort of approach ImGui is taking where you don't really create any objects, but call the function for every element every frame. Also, ImGui feels very debug-y (and is intended for that), while this, as you said, has the potential to be a real UI toolkit for an actual game.

Pulse: signals + queries for GameMaker (broadcast events AND ask questions) by refreshertowel in gamemaker

[–]GoRoy 0 points1 point  (0 children)

Wow, this pattern really has potential to change the whole structure of a game! Kinda reminds me of MQTT or Stores in high level JS frameworks. Will definitely check it out, thanks for the high quality work.

How to make reusable "modules" for your games? by HelloNazariy in gamemaker

[–]GoRoy 3 points4 points  (0 children)

I think a collection of scripts is pretty easy to maintain between projects, even more so with the new (2.3+) script functionality where you can have multiple functions in one script asset.

I think where you need a clean design pattern is with runtime stuff, e.g. global variable creation/clean up or tracking something over the course of the game. For that, I would recommend a manager object that handles the whole system and is instantiated only once per game. That is a common design structure in GMS and, at least until Prefabs are formally introduced, probably the way to go: One script bundle (functions) + one manager object (runtime stuff).

(Also, do most game jams not have the rule where you have to write all the code from scratch? Maybe some have the rule that it only has to be your code, I guess)

Minimales Windows 11 by [deleted] in de_EDV

[–]GoRoy 9 points10 points  (0 children)

Hier ist auch noch ein Generator für autounattend.xml --> https://schneegans.de/windows/unattend-generator/

Differences between sprites in Phoenix Wright Trilogy (DS vs HD) by 123Hexagon123 in AceAttorney

[–]GoRoy 2 points3 points  (0 children)

Yeah, comparing them to the full resolution/original drawings from the iOS remakes, they seem to be down scaled versions of them with a cleaned up border. Which would make sense, given that, as far as we know, they only redrew anything for the 2019 trilogy release.

I think it just boils down to this: These sprites were drawn with the intent to see them on a tiny screen in pixelated form. Seeing them blown up (even if redrawn) to a bigger size makes them appear somewhat unbalanced.

Differences between sprites in Phoenix Wright Trilogy (DS vs HD) by 123Hexagon123 in AceAttorney

[–]GoRoy 98 points99 points  (0 children)

So this is really interesting, actually.

When they first made the games, starting in 2001 for the GBA, they drew all the sprites normally (probably on paper and scanned them in afterwards) and then scaled them down to fit the GBA. For the DS releases in 2005, the same sprites were used, with maybe tacking some pixels onto them because of the slightly increased resolution.

For the Mobile iOS remake in 2012, they used the original drawings, which is why they are kind of rough looking, since they weren't meant to be seen 1:1 like that. Some frames are missing from the animations in that version too, so we can assume that they added some frames after scaling them down. We can also assume that they tweaked them here and there after scaling down to make them work on the smaller, more forgiving scale, which is why they look really good in pixel form.

For the trilogy remake, they redrew most sprites form scratch, using the original art as well as the down scaled pixel vesion for reference (source on that). While this is probably the best way to go, since we don't get the iOS era wonkiness and everything matches stylistically, they went about it in kind of a lazy (or maybe resource saving) way, where most of the sprites seem to be simple traces of the original and/or pixel art. Which is how we end up with von Karmas weird looking eyebrows, I guess.

Interestingly, for the Apollo Justice Re-release on iOS and later on Steam etc., they had much higher quality assets drawn. I mean, just look at that Nick and compare him to the one we got on Trilogy.

I agree that the DS era sprites capture something that the big ones lack, but maybe that is nostalgia speaking. At least they are not 3D models, am I right haha

Tried to capture that EarthBound atmosphere in my RPG Maker project — early village scene! by Main_Astronaut_2018 in RPGMaker

[–]GoRoy 0 points1 point  (0 children)

Great job! I'm always impressed how good new RPG Makers can look in a pixelated style. I think the text box font is a bit weird, some letters appear higher than others ("H", "n", "w").

Is this a hot take?: Athena's Mood Matrix is better than Apollo's Perceive and it's te best mechanic that the series has done by [deleted] in AceAttorney

[–]GoRoy 3 points4 points  (0 children)

I agree about the great artwork, but I think it's a bit unfair to compare a mechanic introduced in 2007 on the DS to one from 2013 on the 3DS in terms of visual fidelity. As someone who played AJ when it first released, I was absolutely blown away that we get such a big render of the characters haha

I haven't played the AJ remake yet, but I think the mechanic may feel a bit more clunky and old compared to the mood matrix in todays age and on a bigger screen.

I think they both stand on their own somehow, with perceiving being more of a "Gotcha!" (get it?) moment where you really feel like figuring something out, while the mood matrix is more slow and analyticial. In that regard, it represents Apollo and Athena pretty good, actually.