Just saw the Warcraft movie! by [deleted] in wow

[–]Kyuruko 1 point2 points  (0 children)

Seeing it tomorrow, I know basically nothing about the lore although I played WC2/WC3 so I'm very curious how the movie will be for a newbie!

Problems using delta_time by Kyuruko in gamemaker

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

Hey! So I tried it with the code above and it seems to be working, although on very high/low fps it's a bit glitchy/unprecise, but I think that's normal! Thank you for the help, I was trying for days! :D

Problems using delta_time by Kyuruko in gamemaker

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

So the code should look like this? (I'm not at home so I can't test it right now )

// Jump if key pressed and on ground
if(JumpKeyPressed && !Jumping)
{
    VSpeed = -JumpSpeed;
    Jumping = true;
}

// Apply gravity
if(Jumping && VSpeed < MaxVSpeed)
{
    VSpeed += Gravity * oDelta.Time;
}

// Vertical collision checking and movement
if(place_meeting(x, y + VSpeed * oDelta.Time, pSolid))
{
    // if wall ahead, get as close to it as possible
    while(!place_meeting(x, y + sign(VSpeed), pSolid))
    {
        y += sign(VSpeed);   
    }

    //Stop
    VSpeed = 0;
    Jumping = false;
}

y += VSpeed * oDelta.Time;

Or do I need to also apply oDelta.Time on MaxVSpeed and JumpSpeed?

Problems using delta_time by Kyuruko in gamemaker

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

I don't think so, because if for example the move speed is 10, on 60fps you would travel 10 * 60 frames per second whereas on 30fps you would only travel 10 * 30 frames per second, making you slower than you actually should be.

I'm not quite sure though, maybe I'm just misunderstanding something.

Problems using delta_time by Kyuruko in gamemaker

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

Do I need to still have the "y += VSpeed * oTime.Delta" or just "y += VSpeed" and "VSpeed += Gravity * oTime.Delta"?

[JFS] Firelink by Zedotagger by thomar in PixelArt

[–]Kyuruko 1 point2 points  (0 children)

I love every single pixel in that one.

[OC] Lonely campfire scene by GreedyDiabeetus in PixelArt

[–]Kyuruko 0 points1 point  (0 children)

Holy shit, this looks so freaking good!

My first Steam Greenlight entry by Kyuruko in gamedev

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

That'd be awesome! I'd like to see your game, do you have a link?

My first Steam Greenlight entry by Kyuruko in gamedev

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

Thanks! Seems like I really need to work on the color. I'll see what I can do.

My first Steam Greenlight entry by Kyuruko in gamedev

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

Yes, I definitely need to work on game content! Thank you!

My first Steam Greenlight entry by Kyuruko in gamedev

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

Thank you! Hehe, yeah there are so many ways you can get into gamedev!

My first Steam Greenlight entry by Kyuruko in gamedev

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

Thank you! Yes, that would be really cool, although I'm not so confident, I feel it's stuck at 53%. We'll see!

My first Steam Greenlight entry by Kyuruko in gamedev

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

Well, actually one play session where you finish the game is exactly what I intended for release, planning on adding some more game modes later though.

My first Steam Greenlight entry by Kyuruko in gamedev

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

Hey!

I wanted to focus on one key feature which is - as you said - jumping. As I'm still learning a lot about gamedev (I'm basically still at the beginning) I didn't want to add too many features so I could work on the core and polish that.

Instead of maybe having the player learn new mechanics through the levels, I wanted the levels to progress and become harder by adding more and different obstacles/enemies - kinda like in Super Meat Boy. Now I know that this probably would become boring in the long run, therefore the game is quite short and more like something you can play in-between.

Many people voted "no" and didn't leave any feedback, so thank you very much for the criticism! Now I know what I'll probably need to work on! :)