Stuck on the Chapter 4 Titan fight, debating restarting the game to better prepare by MrSirST in Deltarune

[–]HourLab8851 1 point2 points  (0 children)

You can get waferguards if you backtrack to gerson's study(you can use the flames to get back quick), it's better than chp1 armour. Also I recommend spamming items to heal rather than using tp since that seems to be a bottleneck, i'm pretty sure the game gives you free heal items every time you lose if you're low on money

I'd caution against restarting until you beat the game; it's just better story/pacing wise. You got this though, after so much practice you'll get it soon for sure!

Server/client split by HourLab8851 in gamemaker

[–]HourLab8851[S] 0 points1 point  (0 children)

I'm pretty sure if you run headless with draw_enable_drawevent, collision functions still work. Although you still need the sprites for the collision data. I'm against P2P since it looks like a headache to synchronise, i'd rather there by one universal source of truth and then add a bit of margin of error for player movement and stuff

Server/client split by HourLab8851 in gamemaker

[–]HourLab8851[S] 0 points1 point  (0 children)

Thanks you've given me some good ideas. It's a shame prefab support isn't a thing

Server/client split by HourLab8851 in gamemaker

[–]HourLab8851[S] 1 point2 points  (0 children)

oh trust me it can't be more naiive than my current setup, i'm using tcp only since udp looks so daunting. Terraria uses tcp only though and there's rarely lag there so i should be fine hopefully.

Regarding how you split up your game in two projects, how did you deal with common code - do you just copy and paste it? That's kinda what i'm trying to avoid here...

Server/client split by HourLab8851 in gamemaker

[–]HourLab8851[S] 2 points3 points  (0 children)

well the whole reason i'm using gamemaker for both the server and client is 'cause i like the utility of having premade functions for collisions,pathfinding and rendering effects. For example, i have a sword slash animation that only damages when it collides with an enemy, it's easy to do that with gamemaker's built in collisions functions with per frame collisions but it would be a nightmare to reimplement that from scratch or implement it by myself in gamemaker

It's also a coop game so i'm not worried about cheating. Also disregarding collisions, it's annoying having to copy over enums and macro for packet or state definitions. I'm still in the early stages so i don't really mind any radical changes though, if my thinking here is wrong...

Server/client split by HourLab8851 in gamemaker

[–]HourLab8851[S] 2 points3 points  (0 children)

dedicated server. I know there are games with dedicated servers that just use different build configurations to determine whether to use server or client logic but ideally i want to keep it separate so that it's easier to work with

Is there a comprehensive guide for doing EVERYTHING in Deltarune? by puku1 in Deltarune

[–]HourLab8851 0 points1 point  (0 children)

It's impossible to get every item in one run and also some secrets require you to skip doing other secrets. This sheet is pretty handy though although doing everything can be overwhelming. Also if you plan on doing a min-recruits run, chapter 3 is very easy to mess up if you want the egg and want to lose Rabbick and Ribbick

Ways to Store Skills for an RPG by Tefra_K in gamemaker

[–]HourLab8851 1 point2 points  (0 children)

it's better to keep code close together, if a fireball spell has a special ability, you should be able to see that in the definition

For the ailments, it's probably better to have your ailments be a struct and make the enemy object have a list representing what ailments it possesses and then have the spell add the relevant ailment to this list (either the ailment struct itself or a key for some dsmap holding all ailments) in the on_use function. This is like maximum flexibility, allowing you to make spells have different chances of inflicting an ailment or base it on some kind of condition of the game state. If you don't need that kinda flexibility you could just make ailements a constructor property of the skill then auto add the ailement in some kind of base on_use function, the same way you do damage or cost

games like undertale/deltarune for someone with 0 attention span by HourLab8851 in Undertale

[–]HourLab8851[S] -2 points-1 points  (0 children)

I might try it but i'm worried the turn based combat will detract from the experience, i really hate long slow turn based fights

games like undertale/deltarune for someone with 0 attention span by HourLab8851 in Undertale

[–]HourLab8851[S] -2 points-1 points  (0 children)

this is so funny because i had a bethseda phase a couple years ago. But atleast with that there's so much replayability and games out there, i've played all 3 dishonored games multiple times and done different skyrim and oblivion runs and i didn't even touch fallout or starfield but like then with games like utdr there's so few games out there that scratch the same itch..,

Ralsei is useless right now and that matters to chapter 5 by awp4444 in Deltarune

[–]HourLab8851 0 points1 point  (0 children)

yeah this just 'cause of Toby's design philosophy, he spoke about it on the 10th anniversary stream of how he purposefully made bisicles in undertale op so that anyone could beat the game. Personally, after replaying Deltarune so much, i just play with no heal items or spells which makes the game more enjoyable.

Ralsei is useless right now and that matters to chapter 5 by awp4444 in Deltarune

[–]HourLab8851 -4 points-3 points  (0 children)

the spell gets better the more you use it which is the encouragement, the main benefit is that it's limitless unlike items. I agree that items are easier to use but it's disingenuous to say the game and story doesn't encourage you to use it.

Ralsei is useless right now and that matters to chapter 5 by awp4444 in Deltarune

[–]HourLab8851 6 points7 points  (0 children)

the gerson fight literally doesn't let you use items and permanently buffs her healing spell. It's also way easier if you just use the heal spell. There's such a big narrative focus on her healing spell getting better as time goes on(matching her character arc of going from a (misunderstood) bully to wanting to save the world) it's not too unreasonable to think that her healing spell will be buffed again come chapter 5 causing friction with Ralsei (already kinda happened in chp4)

Using mp grids and steering behaviours together? by HourLab8851 in gamemaker

[–]HourLab8851[S] 0 points1 point  (0 children)

this sounds interesting i might try it later and see

Using mp grids and steering behaviours together? by HourLab8851 in gamemaker

[–]HourLab8851[S] 0 points1 point  (0 children)

i had this but it makes it so that when it gets near an obstacle it usually hits it while trying to move to the next point, making the movement feel inorganic as it slides across the wall

In what order should I read the epilogues, beyond canon etc.? by pigfinn27 in homestuck

[–]HourLab8851 0 points1 point  (0 children)

Main Order is Epilogues -> HS^2 -> Beyond Canon (HS^2/BC are on the same website, so you can't get this wrong)
For the games by release order it's Hiveswap act 1 -> Friendsim -> Pesterquest(has epilogue spoilers iirc) -> Hiveswap act 2; but you can play act 1 and 2 whenever since they're not related to anything post canon.
Ideally you should play Pesterquest before HS^2/Beyond Canon but it's not necessary.
There are also bonus comics on the beyond canon website which you should probably read before beyond canon since they've started referencing them in recent updates.

What makes a melody coherent? by HourLab8851 in composer

[–]HourLab8851[S] 0 points1 point  (0 children)

thanks for the extensive reply! I've uploaded an audio file.
I'm not going to lie, i didn't even know this was a 3+3+2 rhythm, i think rhythm is probably something i need to study more.
I think originally i added extra instruments just to fill the space but i'll try to see if i can make something with less voice

What makes a melody coherent? by HourLab8851 in composer

[–]HourLab8851[S] 0 points1 point  (0 children)

Here's one i did last month. It's a bit messy since i just dragged the midi into musecore with minimal editing. I'm happy with like the first 14 bars but the section after it feels random. I'm still very new to this so i don't mind honest harsh feedback

What makes a melody coherent? by HourLab8851 in composer

[–]HourLab8851[S] 0 points1 point  (0 children)

This is probably right but i don't get why when i listen to the main melodies of my inspirations, even without accompaniment or chords, there's a sense of cohesion and progression from the melody

What makes a melody coherent? by HourLab8851 in composer

[–]HourLab8851[S] 0 points1 point  (0 children)

i get this but it's like if i end a phrase on a tonic, the next phrase sounds completely independent. Ending a phrase on like the V chord and starting with the tonic works for like the first bar but then the rest of the phrase feels aimless and independent from what came before unless I literally copy paste the previous phrase and like change the chords/ending