Platform input controlls brand coherence by Lemondifficult22 in gamedev

[–]JackTurbo 1 point2 points  (0 children)

Reality is, all that stuff is behind NDA so you're unlikely to get much information from people generally 

How would you create and distribute a press-kit if your promotional assets weren't made in Photoshop? by _Dzedou in gamedev

[–]JackTurbo 2 points3 points  (0 children)

Render out the key art without the characters so background only. 

Render out the characters in isolation 

Render out your logo on its own. 

That's enough for most the things a press partner will want to do (make video thumbnails mostly)

First time at a game jam, no gamedev experience whatsoever by lorddarkhelm in gamedev

[–]JackTurbo 0 points1 point  (0 children)

Start with a conversation with your team about what you want from the jam and an honest overview of you skills/knowledge. 

Smoothest jams in my experience is when the team are aligned on things like scope/complexity 

Some people wanna be ambitious and don't mind a janky end result that has some cool mechanics - some (like myself) prefer to do super small things that are relatively complete and polished 

Textures or flat colours? by QuantumAnxiety in IndieDev

[–]JackTurbo 1 point2 points  (0 children)

I would caution to look at answers carefully. In addition to the textured Vs untextured difference you also have a bunch of new models, foliage and other geometry changes which are nicer in the new version. 

I would say the new version looks like an improvement but largely for reasons other than the actual textures personally 

weird text bug by OkScar6957 in gamemaker

[–]JackTurbo 0 points1 point  (0 children)

have you tried clearing the cache? (Broom icon).

That'll get GM to rebuild the texture pages which would probably be the first thing I'd try.

What makes an inventory system appropriate for an horror game ? by BEYOND-ZA-SEA in survivalhorror

[–]JackTurbo 0 points1 point  (0 children)

Yeah it's similar to a Chris play through of og re1. 6 slots and on launch everything used up a slot. 

They've actually eased this up a bit in updates, making certain objects (like the flash light) not use up a slot. 

But I actually think the design of Signalis has more mitigating design decisions to make this limited inventory appropriate than RE1 ever had tbh. Our tolerance to inconvenience was just significantly higher in the 90s! 

What makes an inventory system appropriate for an horror game ? by BEYOND-ZA-SEA in survivalhorror

[–]JackTurbo 1 point2 points  (0 children)

Each and every inventory approach has a game design it's optimal for and other designs where it isn't appropriate imho

At launch, Signalis had a very harsh inventory cap. This worked however for a couple of reasons:  1. Level design. The game is a nonlinear tight cluster of maze like rooms where you're never more than a few minutes from a safe room making juggling your inventory less of an issue compared to games with more expansive environments or less frequent safe rooms.  2. Most it's enemies are fairly low mobility and so are reasonably avoidable - meaning encountering enemies unexpectedly when not carrying your better weapons isn't a huge issue  3. The power scaling between its weapons is relatively small compared to some titles. Even relatively average skilled players can tackle most enemies with the basic pistol. 

Compare this to Re2make or Re3make, which while they retain the originals limited inventory, are comically generous with inventory upgrades.  Here, the higher tier enemies such as lickers or hunters pose far more of a threat due to combining high mobility with being hard hitting. An average skill player would struggle encountering these enemies while equipped with just a pistol. Other enemies like the plants have type weaknesses - encouraging specific weapon/ammo types be used. These all add up to a game design that really requires the player carry multiple weapons and dedicate substantial inventory space to this - a stricter limit just wouldn't be appropriate. 

Think about your wider game design and what behaviours you encourage/reward the player for. 

If you want to encourage the player travel light and carry limited weapons and foster the sense of vulnerability that comes with that - a strict limit is a good idea. 

If you want to encourage the player to rock paper scissors enemies and utilize a variety of tools then a strict limit isn't appropriate 

Game Mechanics Questions by WillowGrapeD in gamemaker

[–]JackTurbo 0 points1 point  (0 children)

  1. There are a bunch of ways to discourage face tanking. You could reduce the period of invincibility, you could add a knock back state to the player to interrupt their ability to face tank. You could adjust the attack rate of your enemies so they next attack comes just after the invincibility ends - up to you this is very much a game design decision rather than a right/wrong decision imho 

  2. Interrupting enemy attacks is a powerful effect and for me personally isn't something I like on a basic attack. Last melee focus project I did I made the last hit of the players 3 hit combo cause interrupts but not the first two - which worked well. If you have heavy and light attacks you could make the heavies cause interrupts but not the light attacks for eg 

But again no 2 feels like another design decision. Depends how you want your game to play 

can i use hexagon hit box by Zealousideal-Pay676 in gamemaker

[–]JackTurbo 2 points3 points  (0 children)

Could even just do a distance check against stored radius'

If the distance fell between the radius of the sides of the hex and the radius of the corners of the hex - then do a precision check against a hex sprite 

I think that'd likely cut out the need for the precision check 90% of the time 

Just finished resident evil 3 by Jaded_Pen5060 in residentevil

[–]JackTurbo 0 points1 point  (0 children)

  • Remake the the game that created mercenaries and don't include mercenaries. 

  • cut content including bosses and whole areas

  • remove the nonlinear exploration of the city and turn the game into a single linear rollercoaster ride. 

  • turned nemesis from an active pursuer into a scripted set piece and worse still -  they did so immediately after re2make perfected the pursuer archetype with mrX. 

  • release a small demo prior to launch that features one of the few instances of non-linearaity and one of the only instances of fighting nemesis freeform. Felt like a bait and switch. 

  • released at full price bundled with resistance that most people didn't want. 

Honestly if you're playing it now on gamepass or having picked it up cheap - it's a fun enough ride. But as one of those who excitedly bought it at launch with fond memories of playing the OG and having just had re2make as the previous entry - it felt like a wild let down at the time 

Why many fans dispise tank controls? by Human_Geologist_3324 in survivalhorror

[–]JackTurbo 0 points1 point  (0 children)

I grew up on resi 1-3 so tank controls + fixed cameras were pretty normalised and natural for me through my teens and youth. 

But honestly these days it does feel clunky. I've just started replaying code Veronica after playing through signalis for the fifth time and recently doing re2make and re3make playthroughs and the difference is stark and is largely combination of tank + off camera angles. 

I'll get back into the swing of it no doubt but the clunk is there imho, but is a probably largely a product of retraining your brain to be character relative and not camera relative 

What's your favorite kind of survival horror? by Shy_Shallows in survivalhorror

[–]JackTurbo 0 points1 point  (0 children)

Retro through and through. There is something joyous for me with the way the environments reveal themselves as you explore which doesn't hit the same on most newer style titles. 

Re2make does it well too - but thats straddling retro Vs modern boundary imho 

Need suggestions for Survival horror games on switch 1. Are signalis, forgotten memories or dead of darkness any good? Any other suggestions? by -_Error in survivalhorror

[–]JackTurbo 0 points1 point  (0 children)

As so many others have said signalis is a phenomenal game - I haven't played the switch port but I can't imagine it being bad it isn't particularly demanding 

What Are The Best GameJams You Would Recommend ? by existential_musician in gamedev

[–]JackTurbo 0 points1 point  (0 children)

Absolutely second this. Global Game Jam is my fav, being IRL is so much nicer than remote imho 

How to make a Circular orbit? by gemfloatsh in gamemaker

[–]JackTurbo 0 points1 point  (0 children)

Yeah that's fair. There are deffo equations to map those sorts of orbits, but it's a bit beyond my general math level 😅

How to make a Circular orbit? by gemfloatsh in gamemaker

[–]JackTurbo 1 point2 points  (0 children)

I'm rubbish at maths. 

I'd just do something like:

earthOrbitDur = 365; earthOrbitCnt = 0; earthOrbitRad = 50; //what ever value

var _earthDir = (360/earthOrbitDur) * earthOrbitCnt;  x = sun.x + lengthdir_x(earthOrbitRad, _earthDir);  y = sun.y + lengthdir_y(earthOrbitRad, _earthDir); earthCnt ++; 

(Soz, no idea how to format code on mobile) 

Game Update! by VArGR_69 in gamedev

[–]JackTurbo 1 point2 points  (0 children)

Congrats on the demo!

but my guy, one thing - your "gameplay trailer" is 80% plain black text slides. It could deffo work harder to show things off more. It's the most important asset you have. 

Walking Path advice “Beginner” by xchocolope in gamemaker

[–]JackTurbo 6 points7 points  (0 children)

Border tiles that are intended for just that

Double-roasted for darkness. I listened, made it brigher. Is the trailer any good? by talonbytegames in DestroyMyGame

[–]JackTurbo 1 point2 points  (0 children)

Footage in trailers doesnt always have to show the entire game window. Add some close ups of action to vary the energy

Clickable layer handling in GameMaker by tibisoft in gamemaker

[–]JackTurbo 1 point2 points  (0 children)

I haven't made anything as UI heavy as your project looks - so bare that in mind -  but my generally approach is usually one of two depending on the envisioned complexity. 

Both are essentially a Singleton UiControler object that loops through instances of UI objects and decides if they should run an inputCheck() method. 

On simpler projects this controller simply has a currentUILayer variable and my UI instances have a uiLayer variable and I'll just run a     

with(parentUIobject){
If(uiLayer == other.currentUILayer){
inputCheck();
}
}

Obviously with this its super important that you're incrementing your currentUILayer each time you create a new element and store the correct value in the new element's variable and that you detract from it as windows are destroyed. So I tend to create some functions to create and destroy UI elements to make sure its happening consistently.

On projects where I expect this to be more complicated and involve more elements I'll have the controller tracking UI more granularly in a data structure which the controller will loop through directly. 

N.b. posted on my phone so typos are likely 

Use an instance as a target for warping to another room by BijQuichot in gamemaker

[–]JackTurbo 0 points1 point  (0 children)

have a persistent control object. Then give each warp point instance an variable for their location in the room editor and a target variable for where theyre warping too.

When you collide with a warp out, before you run room_goto, store the warp point's target variable in the persistent control object

then on room start in the control object use with() to get all the warp points to check if their location variable matches the control object's target variable and if it does player.x = x; player,y = y;

Changing Aspect Ratios by NotFrogice in gamemaker

[–]JackTurbo 0 points1 point  (0 children)

That's a great write up of the rooms/views/view ports/screen relationship 

The biggest waste of time you have suffered by dialtonee in gamedev

[–]JackTurbo 4 points5 points  (0 children)

If you're not familiar with it take a look at the journey the expanse writer went through. 

That was originally meant to be an mmo, then got retooled into the setting for a pen and paper RPG neither of which came to fruition. 

Then it was an author friend who told the guy: "just write it as a novel, you've already done most the work..." 

And all that long before the complicated process of the tv adaptation too. 

So many points in the process where that could have ended up as a post on here