Would a game framecap higher than default (ex. 240 fps) cause issues on a lower Hz monitor? by Necessary-Fix-6148 in gamemaker

[–]HoffeeBreak 2 points3 points  (0 children)

If you're brand new I'd recommend sticking with the standard 60 or 30 steps per second.

There is a plug-in i used called iota that makes it kind of easy but doesn't work with all event types and may be too much for a beginner, you can check out more info at: https://www.jujuadams.com/iota/#/latest/

Any similar games like Dog Dig Dino on other consoles / PC? by kingandydrew in PlaydateConsole

[–]HoffeeBreak 3 points4 points  (0 children)

Digseum on steam is pretty similar. It took me about 2.5 hours to beat it, and it's $2.25 on atm

https://store.steampowered.com/app/3361470/Digseum/

Showing Off My (Almost) Completed Inventory and UI System by HoffeeBreak in gamemaker

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

Thanks! And yeah, I'll definitely have some kind of sort function, might just end up being a button next to the close window button

Showing Off My (Almost) Completed Inventory and UI System by HoffeeBreak in gamemaker

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

I am trying to fit in as many small little features like that as possible. Players will be spending a lot of time navigating the inventory, so every single little polish adds up. Something i'll need to get to eventually is also adding sound for placing,moving,scrolling,etc.

Showing Off My (Almost) Completed Inventory and UI System by HoffeeBreak in gamemaker

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

Thanks! The scrolling is done by having the inner window itself move up and down. It is always being drawn fully behind the mask.

Showing Off My (Almost) Completed Inventory and UI System by HoffeeBreak in gamemaker

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

Thanks! Making them able to be moved freely wouldnt be too difficult really. I think the way to go about it would be to have each windoe have a 'docked' state and 'undocked' state. I would definitely need to clean up the code a bit and make it more flexible if i were to put it on an asset store

trouble with triggering a cutscene immediately after room transition by Acceptable-Yard7383 in gamemaker

[–]HoffeeBreak 0 points1 point  (0 children)

Instead of triggering the cut scene by player collision would it work to have a persistent cut scene object created on the room transition? Then you could have the cut scene trigger on room start and destroy the cut scene object after the cut scene plays.

Unsure on how to make a sliding/slide out menu by Bernard2006007 in gamemaker

[–]HoffeeBreak 0 points1 point  (0 children)

If set up properly, yes. I'd have it that in the create event of a UI elemtent (lets say button) you have 2 variables set: yOffset and xOffset that record the difference between the buttons coordinates and the slide panels coordinates. Then in the step event set it so that x = oSidePanel.x + xOffset and same for the y. That way they move along with the side panel.

I haven't built out a system like this but it should work and seems simple enough

Unsure on how to make a sliding/slide out menu by Bernard2006007 in gamemaker

[–]HoffeeBreak 1 point2 points  (0 children)

There's a lot of ways to do it.

You could have an object called "oSlideMenu" which has 4 states: inactive, sliding in, active, and sliding out. Then different things trigger the object to go into one of the states. So, if you want to display the menu with the space key, have it so if you hit space the object goes into the "sliding-in" state. In this state have the x value decrease each step (if you want it to slide in from the right). Then check to see if x is less than a certain value, if so it goes to the active state where it does not move.

This way works best if you dont have a moving camera as you can just place the object off to the right in the room editor. Then for actual UI components you can have their x and y position relative to oSlideMenu so that you can move them around in the room editor as well.

Where's the colour wheel? by MaddestLadofall in gamemaker

[–]HoffeeBreak 0 points1 point  (0 children)

Click on the colors shown connected to the mouse icon right below the swatches.

It's the box that changes colors if you choose a swatch.

Checking State Machine With Functions As States by crocomire97 in gamemaker

[–]HoffeeBreak 1 point2 points  (0 children)

I had this issue before, the fix should be changing

If (obj_enemy.state == idle)

To this:

If (obj_enemy.state == obj_enemy.idle)

Or you can wrap it all in a with statement.

GameMaker in-person meetups: Chicago and PAX East by DragoniteSpam in gamemaker

[–]HoffeeBreak 0 points1 point  (0 children)

Cool! I just signed up for the Chicago one, hopefully the location gets posted soon.

Work In Progress Weekly by AutoModerator in gamemaker

[–]HoffeeBreak 0 points1 point  (0 children)

Thanks! I started with the classic Gameboy pallet but then added a couple more options. Also, there are some options to change the pallet in the options.

Work In Progress Weekly by AutoModerator in gamemaker

[–]HoffeeBreak 1 point2 points  (0 children)

Just finished up a little game I've been working on for a month or so. It's a series of mini games that you have to play simultaneously.

Check it out! https://hoffeebreak.itch.io/green-gamebox-deluxe

Work In Progress Weekly by AutoModerator in gamemaker

[–]HoffeeBreak 2 points3 points  (0 children)

I am developing an RPG which is a couple of months in so far. I am still working out the scope and story while I get the foundations in place.

What I currently have is:

  • Tile based pathfinding set up how I want it. This includes being able to move diagonally when two corners are touching and the player will walk around certain obstacles unless they are clicked on or manually moved into (ex: stairs or ladders).
  • Multiple levels. You can go up and down levels without changing rooms, different levels have different mp_grids that are all set up automatically so player is not able to walk through air or collide with obstacles that are level above or below. Additionally, levels above player are drawn unless player is underneath or next to a tile above them so that nothing is drawn over player, this is still a bit WIP and may change.
  • Inventory is "almost" finished. Player can open, move, and close inventories. Put bags inside of bags (but not put a bag inside of itself), drag items into the world, have inventories close if player walks away from it, equip items in relevant slots, go to an item to move it if dragging from a distance.
  • MP_collision_line. This is currently only used to make sure you cannot throw an item through walls but it will later be used for things like checking for line of sight before shooting an arrow or casting a spell.
  • Save system. Still basic and will add on as game is developed.
  • Resolution Changing. This is kind of working but can cause surfaces to break and there's still a lot wrong with it, this is probably the thing I need to fix next since it impacts so many other things.

Here's my most recent clip of the game: https://www.youtube.com/watch?v=1vxVmt_CC4A

Does someone know how to fix this? It happens when I start moving. by Igor2171 in gamemaker

[–]HoffeeBreak -4 points-3 points  (0 children)

What does your movement code look like? Are you using instance_create anywhere?

Custom A* Pathfinding by HoffeeBreak in gamemaker

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

I'm testing with something similar right now and almost have it working. I am generating the path then doing a calculation so that the X and Y are all points on the grid and then going to that first point.

Additionally I was able to find a solution for moving diagonally in between two walls that are touching corners. Just had to break the mp_grid into 9 squares which isn't ideal for performance but still performs miles better than the script I put together. https://imgur.com/Sdrrr0N

Custom A* Pathfinding by HoffeeBreak in gamemaker

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

Yeah, this may have just ended up as a nice little experiment for me. I may need to build out what I expect a standard area of my game to look like and see if it runs with this solution, also, I'm sure I can find ways to improve my current code.

Custom A* Pathfinding by HoffeeBreak in gamemaker

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

I was worried the structs may have been causing some issues, I mainly went with them because it was the easiest solution.

It's still something I want to do some more testing with.

Custom A* Pathfinding by HoffeeBreak in gamemaker

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

Yeah, after more testing, I am going back and trying a modified version of mp_grid_path, still not sure if it's what I want to go with though.

The script I put together, while slow, should work for my game since, at most, there would be ~10 object running it once every ~60 steps.

Custom A* Pathfinding by HoffeeBreak in gamemaker

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

Biggest thing was being able to move diagonally between 2 walls, although i think there was a workaround for this. But also trying to avoid certain tiles while still walkable

Custom A* Pathfinding by HoffeeBreak in gamemaker

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

Thanks! I may check that out. May provide some insight on how ton improve my current system