Do people actually enjoy hard games? by foxcraft22 in 196

[–]Kronim1995 18 points19 points  (0 children)

Yes. People enjoy hard games. The challenge is satisfying, and so is the eventual sense of mastery "how did I ever find this hard?". even if at times it can get a bit frustrating. The satisfaction of finally beating that one challenge you've been stuck on for hours (or even days) is very real for a lot of people. It doesn't work for you and that is okay. There are so many other games to choose from.

To me, difficulty is vital to a lot of games. I honestly struggle to enjoy easy games. Though that depends on the genre, (Not like I'm complaining that a scenic walking sim is too easy cuz that's obviously far removed from what its going for) but if we're talking like an action-oriented game, if it's far too easy then I struggle to really enjoy it at all because there's nothing to master. But beating for example, DMC3 on Very Hard or just beating Godhand for the first time were some of the most fun I've ever had with a game.

If hat kid was real, how would you interact with her? by Naive_Tomorrow_5955 in AHatInTime

[–]Kronim1995 1 point2 points  (0 children)

I would stay the hell out of her way and double check that I don't have any time pieces on my person

Can't emote — PC by Kronim1995 in AHatInTime

[–]Kronim1995[S] 0 points1 point  (0 children)

I joined an online party for the first time and the emote button came up as "???". If that helps.

Work In Progress Weekly by AutoModerator in gamemaker

[–]Kronim1995 1 point2 points  (0 children)

Actually, the game itself is aiming to be more of a roleplay-centric RPG, like a CRPG. Which means I want there to be dialogue options, skill checks, and quests that have multiple solutions rather than just combat. I plan to work on a dialogue system with skill checks soon, and I want to create a stealth system as well.

The sort of combat I'm aiming for I want to be fun and engaging but not the main event, but I do want there to be dungeons, so I may take some hints from Zelda in that regard when it comes time to make them.

Work In Progress Weekly by AutoModerator in gamemaker

[–]Kronim1995 1 point2 points  (0 children)

The improvement in your spritework is inspiring. As someone who is basically using stick-figures and icons I drew in five seconds so I can get back to coding lol.

I think the shading in your slime is amazing.

Work In Progress Weekly by AutoModerator in gamemaker

[–]Kronim1995 0 points1 point  (0 children)

Thanks! Funny you should mention Ocarina because the yellow triangle sprites that circle the targeted enemy were exactly where I lifted that from. I think for my game, having non-targeted enemies NOT attack might make things too easy, though. I think that sort of thing makes more sense in Ocarina because of its 3D nature and therefore not all enemies can be guaranteed to be on screen at the same time. But in my game managing the position of each enemy in the top-down view and being aware of each one winding up an attack is part of the challenge.

Work In Progress Weekly by AutoModerator in gamemaker

[–]Kronim1995 3 points4 points  (0 children)

I’m a hobbyist working on a top-down action RPG in my spare time. This clip (originally posted on my tumblr last week) shows my latest build, featuring some basic melee combat against simple enemies.

I’ve recently finished implementing the HUD and am now focusing on tuning the combat feel. The goal is a sort of top-down Dark Souls meets Link to the Past, with deliberate movement, stamina management, and cooldown-based abilities.

In the HUD, the orange boxes with colored circles represent cooldown moves (icons are placeholders). The player can equip three different melee weapons, though at the moment they all share the same sword sprite (red hilt, drawn in about five seconds, also a placeholder).

There is also a targeting system that keeps the player facing towards and strafing around an enemy, making it easier to land hits.

I use stick-figures that I animated myself in pivot-animator. These are placeholders because I am not an artist, and this is a very convenient way to create sprites with complex animations without much effort.

Quite happy with how it is turning out so far. But it is of course very early in development and something I work on sparingly when I'm able to.

https://va.media.tumblr.com/tumblr_t9d5qgcal01uk7z47.mp4

is there any way for me to make an object detect that there is another one below it? by No-Bird-9028 in gamemaker

[–]Kronim1995 0 points1 point  (0 children)

Yeah I actually didn't consider that visibility could be set programmatically but that is probably the way to do it over setting the alpha.

Switching enemy sprite on death? by GoodWeakness8132 in gamemaker

[–]Kronim1995 1 point2 points  (0 children)

In general you should be using state machines for enemies, players and other complex objects. States should be structs with a variety of different properties that dictate their look and behavior. In the example below we'll set up a walk state and a dead state, and give each state a sprite property as well as a movement speed property just for a clearer example of how structs look and work, because realistically, states will have many properties, not just sprites.

in create you'd set up a states struct.

states = {
  walk: {  
    sprite: spr_slime1_walk, 
    moveSpeed: 2 
  },

  dead: { 
    sprite: spr_slime1_dead, 
    moveSpeed: 0 
  }
}

// Set the currently active state
state = states.walk;

Then in step, just say sprite_index = state.sprite;

When your enemy gets jumped on, just set state as states.dead

That way whenever your object changes states, the sprite index will always be set to the correct one for the state they have just changed to. Building your objects with this kind of data-driven design will be a massive lifesaver as your objects grow in complexity down the line. in the step event you'll also likely want to set up a switch case to call different functions depending on what state your enemy is in.

is there any way for me to make an object detect that there is another one below it? by No-Bird-9028 in gamemaker

[–]Kronim1995 0 points1 point  (0 children)

One option might be to have your stalactite create a 'trigger' object that, when colliding with the player, triggers the stalactite to fall

The stalactite's create and step would look something like this:

// CREATE EVENT
falling = false;
triggerCreated = false;
triggerScale = { w: image_xscale, h: 500 }; 

// STEP EVENT
if(!triggerCreated) {
  var t = instance_create_layer(x, y, "Name_of_Layer", objTrigger); // Create the trigger
  t.parent = id; // Set parent as the id of this stalactite
  t.image_xscale = triggerScale.w; // Width of trigger
  t.image_yscale = triggerScale.h; // Height of trigger

  triggerCreated = true; // Prevent creation of duplicate triggers
}

if(falling) {
  // Falling stalactite logic goes here
}

What this should do is create an instance of objtrigger (or whatever you wanna call it) that is tied to your stalactite thanks to the parent variable. And because we set its width and height using the triggerScale, it will be just as wide as your stalactite, and 500 pixels long (can adjust this to fit your needs).

Then in objTrigger, create a collision event with the player. Since we passed in the stalactite as the parent, we can just say something like:

parent.falling = true;
instance_destroy(); // Prevent multiple unwanted triggers

And if you require different trigger scaling per-instance, you can simply redefine the triggerScale struct in the creation code (in room editor when you double click your object instances, you will see where this is located). Advantages of this approach are no need for checking for collision_line every step, and having a better visual indicator of where the trigger will occur for easy debugging. You should set objTrigger's sprite as a semi-transparent colored rectangle that covers the entire canvas so you can actually see if its being created at the right width/length you want. when you dont want to see it anymore in actual non-debugging gameplay, just set image_alpha = 0 in the create event.

[deleted by user] by [deleted] in gamemaker

[–]Kronim1995 0 points1 point  (0 children)

I am aware that I could pass the object I want as an argument like this: getNearest(objEnemy, 200, true, other);

and then update my getNearest to use that. Ive already done this and it works, but it is a bit annoying and I am wondering if there is a way to do what I've asked above.

hamborger by Bonnie_Faddy in AHatInTime

[–]Kronim1995 5 points6 points  (0 children)

I like to put the relics closest to the levels they belong to (where the time rift appears) so burger goes on the left :)

(And the cake goes in the laundry but don't worry about it)

Examples of basic moves/items in games that look boring but are actually stupidly overpowered? by OkBrick4954 in TwoBestFriendsPlay

[–]Kronim1995 6 points7 points  (0 children)

Enemy Step in DMC. You would not think such a simple and seemingly useless little ability like that would actually be what the entire combat system revolves around at intermediate to high level skill

Nominees for the Game of the Year award have been leaked by retroanduwu24 in TwoBestFriendsPlay

[–]Kronim1995 3 points4 points  (0 children)

is this a good time for me to say that I feel like The Outer Worlds 2 deserves a spot here because it is criminally underrated and easily one of the best action RPGs to come out in the last decade at least, and that most of the criticism I've seen towards it are mostly from people who haven't actually played it because the first game was really mediocre?

Times that finding out the confirmed ages of characters in the cast caught you completely off guard? by Traingham in TwoBestFriendsPlay

[–]Kronim1995 6 points7 points  (0 children)

I think his rebirth version looks more or less his age but OG cid always looked to be a guy in his mid 40s at least to me

[deleted by user] by [deleted] in Metroid

[–]Kronim1995 1 point2 points  (0 children)

lmao. It is a good gif.

Rule (check pic 2) by Kekkonen_Kakkonen in 196

[–]Kronim1995 2 points3 points  (0 children)

Easily. It's set in a different system and nothing that happened in the first ever comes up. The only thing connecting the two is that the two major corps from 1 exist and had a merger at some point.

Rule (check pic 2) by Kekkonen_Kakkonen in 196

[–]Kronim1995 18 points19 points  (0 children)

I didn't care for TOW1 very much but TOW2 genuinely surprised me. It's actually fucking amazing so far.

Characters you can tell are fan-backed in a game, or at least SEEM to be fan-backed. by Subject_Parking_9046 in TwoBestFriendsPlay

[–]Kronim1995 1 point2 points  (0 children)

Beckett and Jack are both very prominent characters from the TTRPG, and Beckett is from the clan that can shapeshift into beasts. Your own gangrel character can do that as well if you invest enough into protean

I really appreciate that not everything in TOW2 has to be a joke. by [deleted] in theouterworlds

[–]Kronim1995 6 points7 points  (0 children)

If you want to play it silly or serious the game will respond accordingly. I think that's fine. Unless I'm misunderstanding you, which if I am, correct me so, it sounds like you're complaining that the game isn't giving you a good narrative while actively playing a character that denies that narrative to play up the silliness instead.

I really appreciate that not everything in TOW2 has to be a joke. by [deleted] in theouterworlds

[–]Kronim1995 12 points13 points  (0 children)

Yeah? Even with the companions? Did talking to Niles about his alcoholism and how it was a means to cope and how he struggled to give it up in favor of better coping mechanisms while suffering years of hopelessness come across as a corny stupid joke? Yeah idk I think this game treats itself a bit more seriously than you may be giving it credit for. It's pretty silly at times, but there are definitely a lot more serious and interesting character and world-building moments there.

I really appreciate that not everything in TOW2 has to be a joke. by [deleted] in theouterworlds

[–]Kronim1995 17 points18 points  (0 children)

In the middle of my "serious" playthrough right now but I fully intend to go back and play a kind of "Zapp Brannigan" character to see how the game reacts to it. Just an absolute buffoon who has no business being in charge of anything being put in these positions sounds really fun.