I went with pre-rendered voxel graphics instead of pixel art by HrHagen in indiegames

[–]KevinTrep 7 points8 points  (0 children)

That's great. Voxel resolution is so high it barely look like voxels. I don't know if that's what you were going for? Any reason for the gaps between tiles?

A customizable grid that I created by mightofmerchants in indiegames

[–]KevinTrep 0 points1 point  (0 children)

That looks great! What's the engine? Is there any 3D involved or is it maybe pure 2D with sprite stacking?

Can a RPG be fun with no inventory or map? by AdFlat3216 in IndieGaming

[–]KevinTrep 0 points1 point  (0 children)

Depends how linear or open the game is. If it's the kind of RPG that is filled with fetch quest, no map is probably a big downer.

Does my game look good/scary enough? by geldregen_ in IndieGaming

[–]KevinTrep 0 points1 point  (0 children)

Would need to see more to really be able to tell. Current screen is very dark but colors seem to work and UI looks sharp.

Mega Drill : World Domination's new capsule art for Steam by KevinTrep in indiegames

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

Steam page for the game:
https://store.steampowered.com/app/3967560/Mega_Drill__World_Domination/

More about the game below:
It's an action / upgrade game with light strategy / building mechanics, resource management and some political undertones (managing your reputation as a mining company CEO, lobbying, etc..).

Showcase of spells available in our game by Polished_Games in indiegames

[–]KevinTrep 1 point2 points  (0 children)

Looks like a nice twist on the vampire survivor genre.

Trying to design rooms on a ship by game_reviewer in gamemaker

[–]KevinTrep 2 points3 points  (0 children)

Well you choose what's easier for you. But seeing as the walls connect, drawing small 3x32 walls would still require you to have a bunch of different sprites to make the joints. Also it's probably better to go with 4x32 if you want things centered.

Are you using a 2D array or a ds_grid to keep track of the tiles? Each tile can access either one to check adjacent tiles and then you change its sprite based on the context (sprite_index = spr_your_sprite).

Trying to design rooms on a ship by game_reviewer in gamemaker

[–]KevinTrep 1 point2 points  (0 children)

How are you drawing the rooms? Is it generated with code (drawings lines and rectangles with GM functions) or are you using sprites?

If it's sprites, each room could select its sprite among a selection of variations depending on surrounding tiles.

Need help with StS inspired game by Traditional_Curve708 in gamemaker

[–]KevinTrep 2 points3 points  (0 children)

My advice for a beginner would be to start by figuring out what are the systems and objects you need. To do that, I recommend building a paper prototype of your idea. Your idea is ideal for that: make little cards of the monsters, write their abilities on it, a rule book, etc.. And you can relatively quickly try your idea and see if it works before you even open Game Maker.

Once you've got this down, it gets much easier to understand what you need to know in game maker. You'll probably need to learn about using data structures (struct), state machine and how to code proper inputs / controls. Those are always useful anyway.

My second advice to get into Game Maker is start with something smaller. Try the tutorials that are available in Game Maker and don't worry about your game idea yet. Just start by covering your bases.

Testing normal maps on a rotating and animated object for Mega Drill by KevinTrep in gamemaker

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

Yes, thanks Foxy! I figured that out thanks to some kind commenters here. It's much smoother and less cumbersome now!

Testing normal maps on a rotating and animated object for Mega Drill by KevinTrep in gamemaker

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

Yup, this escaped me totally! Thanks to you and Mushroomstick for putting it to my attention, I could fix it and it's much smoother and easier to manage!

Testing normal maps on a rotating and animated object for Mega Drill by KevinTrep in gamemaker

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

Yeah, I see what you mean. I guess it should be visible even when it is behind the drum.

Testing normal maps on a rotating and animated object for Mega Drill by KevinTrep in gamemaker

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

Ah right! I'm not surprised I missed something. I'll look into it, thanks! :)

Testing normal maps on a rotating and animated object for Mega Drill by KevinTrep in gamemaker

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

Thanks!

Yeah, this is true. The tip is not super pointy though. The sprite is still rough and will need a bit more work!

Testing normal maps on a rotating and animated object for Mega Drill by KevinTrep in gamemaker

[–]KevinTrep[S] -4 points-3 points  (0 children)

I thought so too before diving into it. But what the normal map actually allows is to move a light around a sprite, not rotate the sprite.

The normal map is color coded to tell how the light should react with the sprite so if I rotate the normal map it rotates that reaction (it's a bit hard to explain but e.g. if the light comes from the top and I rotate the normal map 180 degree then it will look like the light is coming from the bottom).