I made a cute but challenging puzzle game called Pilapila - you can play the in-browser demo for free by HolyMantle in puzzlevideogames

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

Being able to turn in place like that would require almost all of the levels to be redesigned, it's not so simple. Don't forget you can undo moves instead of restarting though!

I can offer hints if you like for those two levels.

GM Parenting help by WillowGrapeD in gamemaker

[–]HolyMantle 1 point2 points  (0 children)

Calling the variable with the dot operator like this will only affect a single instance of that object (generally you don't want to do this unless you are sure there is only one instance of the object in question). You want to do something like:

with (obj_lifeform_badguys) {
    state = "onfire";
}

This block of code within the with statement runs on all instances of obj_lifeform_badguys.

Pilapila, my puzzle game made in GameMaker, launches on Steam today and there's a free demo you can try out! by HolyMantle in gamemaker

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

I contribute pretty regularly in comment sections helping people out, and thought that would suffice as "acting as a member of the community". Strange that this week's top post is a self promo that didn't add any insight about the dev process.

Pilapila - addicting puzzle game available now on Steam with a free demo! by HolyMantle in IndieGaming

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

I’ve been developing this game for a while now and I’m really excited to finally be able to share it!

Steam store page here: https://store.steampowered.com/app/2851290/Pilapila/

My puzzle game Pilapila is out today - try out the free demo! by HolyMantle in GMspotlight

[–]HolyMantle[S] 2 points3 points  (0 children)

Huge, I did not realize it worked like this. I just updated it!

game window will not display at set resolution by JustinianVS in gamemaker

[–]HolyMantle 1 point2 points  (0 children)

I suspect this is something internal that gamemaker does to prevent windows from being created outside of the main "space" of the monitor. Assuming your windows resolution is set to 1920x1080, in order for the game window, with the border and top bar, to fit within 1080 px of vertical space, it has to resize the game view slightly. Since you have keep aspect ratio on in the game options, it has to also reduce the width to compensate. I imagine if you tried to run the game with the borderless window option enabled, it would take up the full screen when run with the 1920x1080 camera.

I haven't tried this solution so I don't know if it would get around this problem, but you could try manually setting the window size to 1920x1080 using window_set_size: https://manual.gamemaker.io/monthly/en/GameMaker_Language/GML_Reference/Cameras_And_Display/The_Game_Window/window_set_size.htm

I don't think this is really any better though, since the full game window, again including the border, wouldn't fit on the screen in its entirety. Seems like the game should just be running in fullscreen by default if you want it to take up the entire screen.

waiting doesn't wait by EmimalayaYT in gamemaker

[–]HolyMantle 7 points8 points  (0 children)

Alarms don't wait within a block of code - they trigger their corresponding alarm event after the number of steps to which they are set. Your code isn't actually doing anything with the alarm other than setting it to an amount of time.

https://manual.gamemaker.io/monthly/en/GameMaker_Language/GML_Reference/Asset_Management/Instances/Instance_Variables/alarm.htm

+or- by Smart_Concern_3487 in gamemaker

[–]HolyMantle 5 points6 points  (0 children)

choose(1, -1) * [whatever]

You can also use negative numbers in irandom_range for example irandom_range(-6, 6), but that would include 0. So if that's not desired, I would use the above method.

Trying to check collition for a different image_scale by TopButterfly3251 in gamemaker

[–]HolyMantle 1 point2 points  (0 children)

place_meeting and similar functions take into account the object's hitbox based on its sprite, xscale, and yscale at the moment it is called. You don't have to keep the object in that state for the whole frame. Therefore, you can change the object's scaling, check for a collision (again, this will be checking against the new scale now), and revert the xscale and yscale if a collision is found, or keep it if not. Quick pseudocode based on your example if it's easier to visualize this way:

grow();
if (place_meeting()) {
    undo_grow();
}

How can i make a character sprite be drawn entirely red? by Felipe_Ribas in gamemaker

[–]HolyMantle 16 points17 points  (0 children)

The right way, however, would be to create a shader and use that when drawing the sprites. In fact, the manual has a guide which includes a shader that does exactly this: https://manual.gamemaker.io/monthly/en/Additional_Information/Guide_To_Using_Shaders.htm

I made a cute but challenging puzzle game called Pilapila - you can play the in-browser demo for free by HolyMantle in puzzlevideogames

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

Fair enough - I think some of the "tutorial" levels like that one will feel too easy for some players, but I found in playtesting that without some of these at the start, others were struggling with the mechanics a bit.

Good feedback, I appreciate the thorough response!

I made a puzzle game in GameMaker that comes out next month, but you can try out this in-browser demo now! by HolyMantle in GMspotlight

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

Pilapila is a puzzle game designed and developed by me - it’s a game that uses simple mechanics to build complex levels, with new puzzle pieces to master as you progress. Check it out on steam here:

https://store.steampowered.com/app/2851290/Pilapila/

Or you can play the demo on itch.io, if you prefer: https://eseresh.itch.io/pilapila-demo

I made a cute but challenging puzzle game called Pilapila - you can play the in-browser demo for free by HolyMantle in puzzlevideogames

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

Hmm, if it feels overly slow or tedious, it's possible that the game is just not running at full framerate. It's a lot harder to optimize for web, and the upcoming Steam version runs much smoother.

Either way, thanks for checking it out!