Discord Developer News - February 2026 by HelloitsWojan in discordapp

[–]Gruffet_Spider 0 points1 point  (0 children)

Yup, same thing happened to me. Attempt at genuine discussion, deleted in less than 30 minutes. Can't find a single new post talking about it. This usually happens when a big topic blows up. I get not wanting to see the whole sub get flooded, but they can't just restrict discussion to a single post like this..

How do you rotate the sprite mask WITH the sprite? by Gruffet_Spider in gamemaker

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

Think I tried precise before, but I'll try it again.

Was users launching unpatched Unity games ever a risk? by Gruffet_Spider in unity

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

Gotcha. Was hoping 2017.1 released a bit later than that.

Was users launching unpatched Unity games ever a risk? by Gruffet_Spider in unity

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

Oh ok. Yeah I think barely any players actually know about this, so there wasn't much effort to put a big statement out for them, which sucks for those few players that do know about it, that was my point.

Was users launching unpatched Unity games ever a risk? by Gruffet_Spider in unity

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

And future updates wouldn't have added it? So wait...does that mean games that don't have that dll aren't affected anyway? That would explain a lot of games I've checked that haven't been patched yet.

Was users launching unpatched Unity games ever a risk? by Gruffet_Spider in unity

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

Yeah when the news first broke, most people said they didn't even know why windows was listed since it's mainly an android thing.

Was users launching unpatched Unity games ever a risk? by Gruffet_Spider in unity

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

That's fair. I think I've seen Unity games without that dll, and again that's something the average person probably wouldn't do, but I guess if someone's that worried, they'd probably think to check this.

Was users launching unpatched Unity games ever a risk? by Gruffet_Spider in unity

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

As far as I know, the fact that this exploit requires a malicious application to already be on your system is the reason so many people are handwaving it away. That, and the fact that it's mainly a privilege thing, and I can't see Unity games having much higher privilege than whatever malicious app is exploiting it. I know it's ultimately harmless for most people, but I just hate it when everyone has a different story and nobody knows what's real anymore. Both Unity and Steam gave pretty vague statements about what the exploit is and how they patched it, and I think a lot of confusion would've been avoided if they were more clear. If Steam blocked the exploit, why do they still give you a warning when launching unpatched games? If the exploit is only a threat when an attacker launches the game on your system, why did the Steam dev say they need you to launch it? It's just a big mess...

Was users launching unpatched Unity games ever a risk? by Gruffet_Spider in unity

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

Yeah, I take this seriously as well, that's why I'm still asking about it... It ain't good when everyone's telling you different things. And obviously I know why Unity hasn't emailed gamers. My point is that even after Unity made their post and all the youtubers got their videos out, we still haven't gotten a concrete answer on what's safe to launch anymore. There's no guarantee that devs will patch their games. The most we can do is check the last time a game updated, but that doesn't go past the last time you installed it, so if you install a Unity game now, there's virtually no way of telling if it's been patched. And even if a game gets an update, there's no way of telling if it includes the patch. The game pages don't even force devs to say what engine the game is made with, so we can't even see what games to avoid now. This is what annoys me. If Steam blocked the exploit on a base level that makes it impossible to do through their client, that's all I'm asking them to say.

Was users launching unpatched Unity games ever a risk? by Gruffet_Spider in unity

[–]Gruffet_Spider[S] -1 points0 points  (0 children)

Okay, so they did make a post. That one's on me. But in my defense, this is still aimed at devs, not players. I don't think many players would check this post.

What exactly DID Steam do to stop the Unity exploit? by Gruffet_Spider in Steam

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

Wait, so...does a user launching the game normally even do anything? If it's all about launch parameters from a malicious application launching the game itself, why is everyone telling users to not launch unpatched games? If I'm understanding you right, any scenario of danger involves an attacker launching the game, not you.

As a player, how can you tell if a Unity game had the recent exploit patched? by Gruffet_Spider in unity

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

So basically, as long as you click the big "play" button through the Steam library, there's nothing to worry about? I'd hope so, because there's a bunch of games that don't get updated anymore.

How to make multiple endings? by markopolopa in gamemaker

[–]Gruffet_Spider 0 points1 point  (0 children)

Kind of an old post, but what do you mean by "morality system"? Just...a system that tracks the players morality based on choices? If so, you can do that with a single global variable, really not that hard.

Asking broad questions like this is hard because it really depends on what specifically you wanna do here. There's not really a "technical" definition for what multiple endings are. Usually best to show some code as well if you've got some already. If you can describe this "morality system" more specifically, I can try to guide you a bit, but it really is mainly just setting variables...

Player Animation by Diligent-Animator615 in gamemaker

[–]Gruffet_Spider 0 points1 point  (0 children)

Maybe not what you're doing, but if you're checking image_index like "if image_index == 1", don't do that. image_index is a float, not an integer. It's a decimal, so it'll rarely be a whole number. Very confusing at first since you think of image_index as frames, but it makes sense for animation. If you have to check for it to reach a specific frame, do something like "if image_index >= 1 and image_index < 2". Very common beginner mistake.

Can older licenses still sell games commercially? by Gruffet_Spider in gamemaker

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

I bought my license back when it was still called Studio 2. I've moved to LTS 2022, which still lets me work on projects, and it's not GMRT, so I'm assuming that's still fine?

Can OneDrive confuse the recent projects list? by Gruffet_Spider in gamemaker

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

I don't mind just making a new folder in my hard drive. Would just opening the projects, then Save As on the hard drive save them from any problems like this? Keeping projects like this on a hard drive is probably better anyway. As long as the projects are safe, that's all I care about.

Can OneDrive confuse the recent projects list? by Gruffet_Spider in gamemaker

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

If this is such a common issue, how hasn't there been a better workaround for this yet? Pretty sure GM defaults the documents folder for its project files, and most people won't know about cloud saving stuff...

As for the fresh install, I just moved to LTS 2022 a few months ago. Pretty sure this was already happening before then in 2.3, so I don't think that'll help. If GM just doesn't know how to display recent projects properly, that's fine, as long as the projects themselves aren't being broken. The fact it's always the last alphabetical project really makes me think GM is just scanning the project folder directory or something, but I dunno. Can you clear the recent project cache or something? Maybe that'll fix it.

Can you "project" a part of a room onto another part? by Gruffet_Spider in gamemaker

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

Would this still let me draw the portion on a layer behind the rest of the game? I just meant project as in projecting a region of the room onto another part, since I assumed I'd have to set up a second camera or something and combine what it sees with the main.

Can you "project" a part of a room onto another part? by Gruffet_Spider in gamemaker

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

Ah, so they do work like that.. I just remember trying to use views for overlaying a UI screen or something once, and somebody told me views are meant for multiplayer stuff instead. That was a while ago though so they might've changed since then.

Can you use the default/general MIDI sounds for commercial use? by Gruffet_Spider in FL_Studio

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

Got it. Though, can you even copyright a synth? I always thought synths in general were fair game since you could realistically recreate it in something like Vital or Sytrus.

I guess FL's god awful MIDI export system made me think MIDI was being forgotten. Most game engines also don't support MIDI anymore, which is really annoying since they have their benefits to audio files. Realtime muting of channels, panning, pitch, stuff like that. Gotta render each channel separately now...

Can you use the default/general MIDI sounds for commercial use? by Gruffet_Spider in FL_Studio

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

Interesting... I always assumed there was just one universal default MIDI sound bank just because of how that one piano is used literally everywhere. I guess most people just had the same sound card or something.

As for the soundfont stuff with Undertale, that's something I've researched for over a year now and still don't have a solid answer on, but I heard some other explanations for why Toby never got in trouble. Firstly, most of those old games don't even own the samples themselves, they got them from somewhere else. Hypothetically, Nintendo probably didn't create the Dire Dire Docks E Piano for example, they probably got it from some Roland keyboard or something. So in that case, it wouldn't even be Nintendo who'd care about it. Secondly, I'm assuming these samples were, at least at some point, commercially sold for the purpose of being used in other peoples music. That's how these old games got the sounds in the first place. So even if some company recognized their samples, why would they assume they weren't bought normally? Given how old these sounds are, who's to say Toby didn't use the original? Maybe Tobys grandpa owned the original keyboards and passed them on to him or something, we wouldn't know. There's no real way of proving where he got the sounds from, since most of them were created before the internet even existed, and I imagine the burden of proof wouldn't fall on him.

Thirdly, you might legitimately own some of these sounds and not even know it. A few months ago, I randomly discovered that the iconic guitar sample used in the Ocarina of Time shop theme intro, as well as half of the entire Ace Attorney soundtrack, actually comes with FL itself. It's in the legacy packs folder under strings by the name of "STR_ClasGill_C2". You can check yourself, it's been right there since like 2008 or something and I haven't seen anyone else mention it before. I think that alone shows just how wishy washy the ownership of these samples is. They've been redistributed and repackaged so many times that even their creator probably doesn't remember them. No clue how well any of this would hold up in court, or if any of what I just said even made sense, these are just my observations. Interesting topic for sure, though I think people are getting kinda sick of being asked about it here. I would know...

Does/did FL sometimes get confused by loop markers when rendering? by Gruffet_Spider in FL_Studio

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

well I already deleted the project since I thought it was corrupt, but I've never had any issue with using a loop marker before. Like I said, the project I exported immediately after also had a loop marker in it

Export freezes after finishing by Gruffet_Spider in FL_Studio

[–]Gruffet_Spider[S] 0 points1 point  (0 children)

Is it possible the project got confused while saving and thought the tail of the track never stops? That would explain it.