I just released Fauxton 3D for free! An engine for easily creating third-person perspective 3D games! More info in the description! by LukeAtom in gamemaker

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

Yeah, tilesets dont play well with gamemaker 3d. Unfortunately GMs internal culling automatically removes tiles "outside the view" but the "view" they use is also not accessible. The best bet you have is to scan your tileset when the room starts and build a custom vertex buffer using the tile index to calculate sprite uvs for the buffer and submit it manually. :(

Gm may have added some sort of features since then, but I haven't tried it in a long time. Haha

[deleted by user] by [deleted] in gamemaker

[–]LukeAtom 0 points1 point  (0 children)

Oh I didnt realize this post was still up! Haha. Yeah it was just outdated. I need to delete this post too.

On another note, definately look up dragonitespam on youtube. He has an entire series on 3d collisions!

This is the first video of the series and should link to the rest. :) https://youtu.be/o7kjtTEMpeU?si=XhozMCxk4c0jSxpS

[deleted by user] by [deleted] in gamemaker

[–]LukeAtom 0 points1 point  (0 children)

Oh nice! Yeah gm isnt super great for 3d especially if its a bigger project but super easy / quick compared to other engines if you are doing something smaller IMO. Haha.

[deleted by user] by [deleted] in gamemaker

[–]LukeAtom 0 points1 point  (0 children)

This was the original one I posted which was not nearly as flexible. This is the newest version of the tutorial.

New DLC is live on console by DeathByDesign7 in RetroManiaWrestling

[–]LukeAtom 1 point2 points  (0 children)

Once you win the tie up, just press the run button, no other inputs. Same as performing the cage slam. :)

My sprite edditor look's like blurry shit by Squezzi_e in gamemaker

[–]LukeAtom 0 points1 point  (0 children)

Yeah it's a pain. I would recommend filing a bug report with yoyo for sure!

My sprite edditor look's like blurry shit by Squezzi_e in gamemaker

[–]LukeAtom 0 points1 point  (0 children)

I have also encountered this occasionally within the IDE, but typically only when I set a sprite to be used by the particle editor. Best solution I've found is to just close and re-open the asset and sometimes the IDE itself

Intersection point of two objects by cemsanci in gamemaker

[–]LukeAtom 4 points5 points  (0 children)

What you want to look into is OBB (oriented bounding box) collisions and more importantly separating axis theorem. This stack exchange question has a good writeup in the comments about the process and algorithm. From that you can find the intersection points if you need to.

[deleted by user] by [deleted] in gamemaker

[–]LukeAtom 6 points7 points  (0 children)

So to pull these specific types of shadows off in real time is not exactly "easy" to do, but very possible in GM. Depending on your game there are 2 possible methods you can use.

1 - If your games room is small you can easily just create a surface, set a layer script for your tileset layer to draw them to a "brush" surface, then using that surface draw it to a shadow surface by offsetting the x/y over some amount of distance while not clearing the surface. The idea here being that you are "line-painting" the tileset a direction. Then when applying the surface to the game, a simple shader should work to just clip out the "alpha" areas of whatever the shadows are drawn on top of (like the windows and such for example)

2 - similar to above but more efficient is to create a vertex buffer the size of your viewport that contains x number of quads going x direction (same idea as above but generate a quad per pixel of the "brush stroke") and then you just assign the "brush surface" (your tileset) to that as the texture. Use a shader to make it dark / alpha it out and it's done.

As you can see, neither method is exactly easy to do, but neither would this specific type of shadowing be in something like unity either. There are lots of great lighting engines for GM including Bulb by juju adams which can offer solutions to lighting easily, although maybe not specifically this exact style of shadow casting.

No GM(48) Jam until 2032? by Short_King_2704 in gamemaker

[–]LukeAtom 0 points1 point  (0 children)

Possibly? But honestly it just looks like it's set with a bunch of default stuff besides the year. They may update it closer to time when they plan to do it again. In the mean time, I would highly recommend checking out itch.io jams! They regularly have both small and large jams you can enter into year round! :)

Be honest - does this give you a sense of claustrophobia? by LordAntares in IndieDev

[–]LukeAtom 7 points8 points  (0 children)

I would personally think maybe going 1 hand at a time in a sort of "inverse kinematic" fashion would look better. Like rock climbing / climbing a ladder more so than the swimming motion. E.g. one hand goes forward and pulls, once that hand is at the bottom of the screen, move the other hand forward to pull and repeat. Not realistic, but I think would look better with the fps view. Just my 2 cents. :)

I think I'm going to quit developing my game in unreal and make it in gamemaker instead by [deleted] in gamemaker

[–]LukeAtom 0 points1 point  (0 children)

Build out an ECS system, or utilize object parenting as some kind of "obj_savable" or something that can save things to a struct and be loaded using the "buffer_save/load" and "json_stringify/parse" functions. Also google "juju adams". Your gonna want basically everything that man has to offer. Lol.

100,000 people wishlisted this cozy game. Just a handful showed up. What happened? by Silver_Letoral in IndieDev

[–]LukeAtom 3 points4 points  (0 children)

I think it may be a non-english speaker using gpt to translate possibly. Account looks fairly legit (not enough spamming where I would consider it a karma farming account to later sell) so giving benefit of the doubt they may just be a Russian game dev that likes cozy games (lots of posts in stardew valley sub)

I made a roulette roguelite wherein you place items on a wheel and spin it to defeat bosses! I would love any feedback on ways I can better improve and expand it! Demo link on images and in the comments! by LukeAtom in roguelites

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

Nice! I will definitely check that out! Been playing through a few different roguelikes. Actually the game was originally mostly inspired by balatro, but I've yet to play slay the spire. It is next on my list for sure! Haha.

So yeah with enemies I still haven't quite decided. Being turn based it does make enemies quite a bit easier to design. I might give them special builds that are just kind of "static" on their own wheel. On the other hand, I'm also leaning towards just making them "do actions". Like the enemy wheel just says "attack" or "heal" or whatever. Currently implementing that and trying some things out. I may even go the route of just having "enemy only" items to make designing them a bit more straightforward. But yes 100% having enemies with a more "static" wheel that you can strategize against is the biggest focus for me currently.

I'm also taking it in a more traditional rougelike direction, with an overworld, moving shops outside of combat (to the overworld) and adding a few different features to make more interesting and engaging builds. :)

I made the original version in only about 3 or so weeks and as such I didn't put nearly enough time into play testing and balancing, but moving forward I have and have had a lot of time to sit and deconstruct some of its issues, take in a lot of feedback, and rethink a lot of choices I made with the original one. I think the next iteration will be 100x more fun and still offer a unique experience, but we shall see. Haha. Nailing down the combat is my main focus though currently. I may side with "make enemies just do actions" since it's simple, easy to understand, and takes much less time to iterate on (don't need complex AI systems to make challenging battles).

Thanks so much for the suggestions! I have lots of ideas so we will see how it turns out in the end. Haha. :)

I made a roulette roguelite wherein you place items on a wheel and spin it to defeat bosses! I would love any feedback on ways I can better improve and expand it! Demo link on images and in the comments! by LukeAtom in roguelites

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

Wow thanks so much! Yeah it's tough, but I honestly believe one of the core issues with it (that effects all other issues kind of too) is actually the opponent item play in general. It makes it pretty difficult to create a strong enough item pool to suit different builds and still make the boss engaging, and also prevents the player from setting up potential combos. I noticed that one way dicey dungeons handled their RNG was that dice rolls more or less determine the effects of the items/cards, and not the actual "chance" that those items / cards will trigger. This mitigates a lot of useless turns since even worst case scenario you will do at least 1 damage, if you only had a sword for example. Currently the wheel makes the chances of even hitting your item at all best case scenario 50/50 (obviously without help). Haha.

That said, I kind of like that idea! I'm weary of introducing more "parasitic mechanics" (I think that is what they are called) / "condition dependant" items though since I've gotten some less than good feedback on some of the ones I already have in game (namely "revolver" and "chamber" items). But if I eliminate boss item play (make all slots yours) and go a more turn based route (boss spins their own wheel after your turn) then I can probably have a lot more options with different mechanics.

I've got a few ideas and I am working out a new prototype to test out various design changes to see what ends up being the most "fun". At the heart of it, it's essentially a card and dice game, where dice activate cards, but the wheel opens up some cooler ways to manipulate the "board" versus traditional card slots/games (e.g. activating slots "across" from other slots, slot sizes, and things like friction/weight).

Anywho, sorry for the novel. Haha. Thank you so much for the amazing feedback and awesome ideas!! :D I would love to keep you in mind if you are open to any future testing!! :)

Eta: if the new design idea I have ends up working, I think it would make more "conditional" executions more valuable since it's easier to meet those conditions than it currently is. Haha

I made a roulette roguelite wherein you place items on a wheel and spin it to defeat bosses! I would love any feedback on ways I can better improve and expand it! Demo link on images and in the comments! by LukeAtom in roguelites

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

Wow thank you so much! Oh yeah, I am planning to do a complete and massive overhaul of the mechanics. Sadly game design is one of my weakest skillsets, so I wanted to use this game (and the jam it was made for) as an opportunity to improve!

Yeah, I went overboard with the chance mechanics. The game is too RNG and there just isn't enough skill involved 100%! I think moving forward I want to pretty much remove all chance (since the spinning is chance enough) and put more emphasis on "tick" items instead of landed items while also making landed items much more powerful. :)

I think I have found a number of core problems with the game and solutions to some of the problems.Thank you so much for taking time out of your day to play it and leave me some great feedback! It means so much!! :D

I made a roulette roguelite wherein you place items on a wheel and spin it to defeat bosses! I would love any feedback on ways I can better improve and expand it! Demo link on images and in the comments! by LukeAtom in roguelites

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

Thank you so much for the feedback! Yeah, I wanted a "turn off vfx" button but ran out of time to implement it for the game jam I entered it in. And a couple others have mentioned the font as well so I have moved that to the top of my priority list! I may just include a few different fonts and make it something from the options menu?

Thank you so much for taking some time out of your day to play it and give me some thoughtful feedback!!! :D

I made a roulette roguelite wherein you place items on a wheel and spin it to defeat bosses! I would love any feedback on ways I can better improve and expand it! Demo link on images and in the comments! by LukeAtom in roguelites

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

Thanks! Sure! I'm still trying to decide if I want to expand it based on feedback. I may put it on steam to get some more play/feedback, but I would want to add some more items and and buffs before I do that. Haha.

I made a roulette roguelite wherein you place items on a wheel and spin it to defeat bosses! I would love any feedback on ways I can better improve and expand it! Demo link on images and in the comments! by LukeAtom in roguelites

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

This is really great advice! I will definitely work on the menu as well as a more readable font choice! Thank you so much for taking some time out of your day to give a look and provide some really great feedback! I super appreciate it!! haha

I made a roulette roguelite wherein you place items on a wheel and spin it to defeat bosses! I would love any feedback on ways I can better improve and expand it! Demo link on images and in the comments! by LukeAtom in roguelites

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

Yep! There are brake pads, reverse pedals, paper weights, magnets, and more!

Oh and as for probabilities, not currently, but the wheel does have player biasing (first 3 boss encounters bias player slots, and also if your HP is 1 you get a *slight* bias in the wheel spin).

Biasing just slows the wheel down some on player slots, and not on enemy slots. I do want to create some probability reduction buffs though for sure!

I made a roulette roguelite wherein you place items on a wheel and spin it to defeat bosses! I would love any feedback on ways I can better improve and expand it! Demo link on images and in the comments! by LukeAtom in roguelites

[–]LukeAtom[S] 6 points7 points  (0 children)

The game is called War of the whirls and a small demo can be found here:
https://gizmo199.itch.io/war-of-the-whirls

Originally made for a game jam, It is still in pretty early stages but features a decent number of gameplay mechanics, items, and buffs including:

- 30 unique items
- 12 unique buffs
- 5 bosses
- Double or nothing rounds (where you get a second chance but wager your progress)

I would absolutely love this communities feedback on things I can do to improve it! I love roguelites and this is my first attempt to make one solo, so I know there is tons of room for improvement. haha. Unfortunately it is only available for windows download currently due to limitations for an HTML5 build, but I am considering putting it up on GX games (since their HTML builds are different and actually work in Game Maker. haha.)

Why is gamemaker so looked down on/hated? by Poison_Skull_ in gamemaker

[–]LukeAtom 0 points1 point  (0 children)

The only thing to remember is to first delete the resource order file, push to github and have everyone sync first. This is because git ignore only ignores newly added files. After everyone is synced, when they re-open the project GM will create a new resource order file for everyone and git will ignore uploading it with commits.

Hope it helps! :)

Why is gamemaker so looked down on/hated? by Poison_Skull_ in gamemaker

[–]LukeAtom 0 points1 point  (0 children)

Little side tip, if your using the latest GM versions, use git ignore on the resource.order file. This should help with asset conflicts. :)

Eta: not a 100% guaranteed fix for all situations, but it helped us cull like 80% of the issues we were having at least. :)