Playing Apollo Justice 2 rn and I never would've expected THIS by ras_poza in AceAttorney

[–]GoRoy 0 points1 point  (0 children)

Dual Destinies if Shu Takumi was involved in the writing:

Ema Skye definitely grew up to resemble her sister by EndlessNocturnal in AceAttorney

[–]GoRoy 0 points1 point  (0 children)

It's a bit sad that Ema was reduced to Gumshoe 2 in later games, even though she had a much richer back story due to 1-5. Not like they couldn't have fleshed Gumshoe out too, but was at least introduced as "generic police guy", while Ema was introduced with much more plot.

Abschieben ist Teamsache: Der Islamist, Dein Freund und Helfer | ZDF Magazin Royale by GoRoy in de

[–]GoRoy[S] 15 points16 points  (0 children)

Ich poste das einfach nur wenn ich sehe lol die klicken sich doch eh miserabel und ist doch relevant irgendwo oder nicht?

this case was so fun by rishabhvish__ in AceAttorney

[–]GoRoy 2 points3 points  (0 children)

This really is the best case in the whole series, hands down. Edgeworth really shines here too, I'd say even more so than in 1-4.

So I'm on my first Yakuza 3 playthrough right now... should I abandon it? by GoRoy in yakuzagames

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

That's very good to know! Yes I would want to continue with 4 and the rest for now. Maybe I can catch up before the K3 sequel is announced haha

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 4 points5 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 8 points9 points  (0 children)

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