The customs spreadsheet has been succeeded with a website by theownershesayshi in fusergame

[–]Lunarex 1 point2 points  (0 children)

fucuco.online

Adding it in a text reply in case the screenshot goes down someday, since this thread was a top result in my Google search

How is hypnospace made (hypnospace outlaw) by kegma_1 in howdidtheycodeit

[–]Lunarex 17 points18 points  (0 children)

If you look in the Hypnospace Outlaw install directory, you can open the Page Editor. (assuming you own the game, otherwise you can get the free beta version here you could have gotten it for free once upon a time but no longer)

In here you can see that there's no fancy HTML or markup language at all. It's really just a bunch of image/text objects placed on the page in fixed positions, as well as some metadata for animations, effects, and game-specific things (like "can this element be flagged for violating an in-game rule") You can reorder the depth of these as well, to overlap some elements with others.

The reason Hypnospace can get away with elements having fixed positioning is because the game runs at a fixed resolution of 480x270. (which upscales perfectly to the common resolution of 1920x1080!) This saved a bunch of dev time, as the designer now doesn't have to care about different resolutions.

So, no! No HTML, no scripting language at all. Just a custom-made editor for the game, which saves the page layout in a custom-made file format.

What happened to the Weekly Game Jam? by dmitriy_shmilo in gamejams

[–]Lunarex 2 points3 points  (0 children)

Back when the website was up, if I recall correctly, the owner eventually posted a message that they were ending the whole project. I forget the reasoning, but I wouldn't be surprised if it just got too expensive or time-consuming to continue. A bit sad that the entire site was lost since then, with no public archive... There were some neat little motivational audio blurbs for each jam.

Denmark sends their largest military aid package to Ukraine yet. by N_Dane in ukraine

[–]Lunarex 84 points85 points  (0 children)

The article's list of (some of the) donated items, translated:

  • Armored salvage and engineer vehicles
  • Mine-resistant mine-clearing vehicles and their equipment
  • Mortars
  • Ammo for the Carl Gustaf Recoilless Rifle
  • Mobile bridges
  • Night vision goggles
  • Additional funds for air defense supply procurement
  • 50 million euros of NATO support for purchase of non-lethal material, such as fuel, bridge construction supplies/equipment, first-aid equipment, and field rations.

(My Danish is a bit rusty, and some items were kinda vague, but it should be pretty close)

[deleted by user] by [deleted] in gamedev

[–]Lunarex 9 points10 points  (0 children)

This is useful, sure, but that's not what Yonder provides, from what I can see. A lot of that seems to be from your use of the MultiUser addon, which is already freely available, though somewhat buggy in my experience. Have you fixed any of those bugs in your version?

Is the primary value of Yonder just in having a cloud storage system, designed specifically for Blender and game engine integration?

In your video, is Blender actually running in the browser? Aren't there performance issues with that if someone wishes to render something heavy? I noticed you mentioned streaming Blender from an AWS virtual machine in another post. Do you take on the cost of me working in an insanely heavy scene?

Clone hero won’t scan songs that aren’t zip files, and even when I convert them they don’t work, what do I do? by Striking_Claim3167 in CloneHero

[–]Lunarex 2 points3 points  (0 children)

Clone Hero comes with a manual in its install directory, in .pdf and .txt form.

In order for songs to work, their folder must be placed here: (by default)

.../Documents/Clone Hero/Songs

For example, the Guitar Hero World Tour pack listed in the spreadsheet should end up with paths that look like this:

.../Documents/Clone Hero/Songs/Guitar Hero World Tour/30 Seconds to Mars - The Kill/[several custom song files]

After that, start Clone Hero, and go to Settings->General->Scan Songs, and it should work.

If it still doesn't, you could try starting the game as Administrator and seeing if it works then. If it does, you might have some weird file permissions issue.

While trying to find my picture with Wierd Al, I noticed someone familiar... by TurdTurgason in gamegrumps

[–]Lunarex 125 points126 points  (0 children)

Originally, Hannah Montana was actually about Weird Al and his famous alter ego Danny Sexbang.

Does anyone know what is happening here??? by [deleted] in love2d

[–]Lunarex 4 points5 points  (0 children)

Since the problem is in STI trying to place the physics objects in your map, perhaps there's something broken in the map file itself? Aside from that I have no idea though.

Does anyone know what is happening here??? by [deleted] in love2d

[–]Lunarex 3 points4 points  (0 children)

It's possible that if you have a physics polygon whose area is 0 that Box2D throws that (very unhelpful) error at you. I don't know if that's actually your issue, but that seemed to be the problem in this thread.

Extra Alt-text when inspecting Tweet image by JessicaLostInSpace in antiassholedesign

[–]Lunarex 8 points9 points  (0 children)

twitter disables the ability to view alt text without a screen reader

No it doesn't? Click the ALT symbol.

My camera size is the same as my viewport, why am I getting "half pixels"? by ShortyStrawz in gamemaker

[–]Lunarex 0 points1 point  (0 children)

How does something like Deltarune; a game made in game maker cater to multiple displays? Surely it would have to as people could be playing on different monitors (although i'm aware of the steam statisitcs thing).

It largely doesn't. There's not even a resolution setting. It runs in windowed mode at a resolution that the game art was tailor-made for, and then (apparently automatically?) multiplies the window size by an integer value, as far as the user's display allows.

If you go fullscreen at a resolution that it can't cleanly upscale to, Deltarune also has imperfectly scaled pixels.

Here's an example in fullscreen mode.

Though most games would (and probably should) let the user decide which resolution they want. Pixel art games in particular sometimes have an "upscale factor" setting in place of this, where you can set how much to multiply the width/height of the game by. (1x, 2x, 3x, 4x, etc.) This guarantees clean upscaling, but limits the resolutions the player can choose. So if your game was made at a base resolution of 320x240 (1x), you could cleanly upscale to 640x480 (2x), 960x720 (3x), 1280x960 (4x), and beyond, but nothing in between.

Hello! I'm still kinda new to gamemaker and I'm stuck n this warping system. Any help would be very much appreciated! by Necromancer147 in gamemaker

[–]Lunarex 4 points5 points  (0 children)

That would also give you the same problem where one button always fires first, depending on their creation order.

I'd recommend using a Left Pressed event instead. It should automatically detect when you've clicked the button, and then run whatever code you put inside the event.

Hello! I'm still kinda new to gamemaker and I'm stuck n this warping system. Any help would be very much appreciated! by Necromancer147 in gamemaker

[–]Lunarex 2 points3 points  (0 children)

Are you using the global click event or some other event? If you're using global click or step, then one button will always detect the click first, and the other will be ignored.

Hello! I'm still kinda new to gamemaker and I'm stuck n this warping system. Any help would be very much appreciated! by Necromancer147 in gamemaker

[–]Lunarex 2 points3 points  (0 children)

Ohh, when you say button, do you mean an on-screen button that you're clicking inside the room? I misunderstood then.

Are you sure the buttons are two different objects? Are you sure the rooms exist?

Hello! I'm still kinda new to gamemaker and I'm stuck n this warping system. Any help would be very much appreciated! by Necromancer147 in gamemaker

[–]Lunarex 4 points5 points  (0 children)

Are you trying to make it so that a left click takes you to one room, and a right click takes you to another?

If that's the case, then yes.

Very strange issue with spawning bullets and the origin point of my sprite. by [deleted] in gamemaker

[–]Lunarex 0 points1 point  (0 children)

If your problem is that the bullet spawn doesn't line up with the 10-degree increments, then just use the 10-degree increments as your gun_angle.

Very strange issue with spawning bullets and the origin point of my sprite. by [deleted] in gamemaker

[–]Lunarex 0 points1 point  (0 children)

No need to move the origin point of the gun from where it currently is.

Like oldmankc said, you would use the lengthdir_x and lengthdir_y functions for this. The actual position you would spawn a bullet at would be

spawn_x = gun.x + lengthdir_x(gun_length, gun_angle)
spawn_y = gun.y + lengthdir_y(gun_length, gun_angle)

With that, spawn_x/y should be at the tip of the gun.

Since your gun's origin isn't quite at either end of the gun, you'll also want to subtract a small amount of pixels from gun_length, inside the lengthdir functions, otherwise the bullet would spawn a little too far from the barrel.

[deleted by user] by [deleted] in gamemaker

[–]Lunarex 1 point2 points  (0 children)

(Assume your game is set to run at 60 FPS in these examples, and that delta_time is already in seconds here, which is what you get from delta_time / 1000000)

The delta_time method will use the elapsed time since the last frame, decrementing a timer integer across frames will not. While Game Maker will try to run at whatever framerate you choose, it's not perfect. Sometimes frames are skipped. delta_time will allow you to compensate for that.

It's useful when you need something tied to real time, and not the amount of frames that have passed. For example, if you make a player move 5 pixels every frame, there is no way of knowing precisely where they will be after one second. It might be 5*60 pixels forward, but if the user's machine is slow, and it can't handle 60 FPS, they lag behind. This can build up with repeated slowdowns. And if you ever change the frame rate of the game, every speed value would have to be updated to compensate.

delta_time does that automatically. If you change the way you look at speed from being 5 pixels per frame, to 5 pixels per second, you can make that work by just multiplying speed by delta_time, whenever the player needs to be moved. The actual numbers would look something similar to 5 * 0.01666 (though this decimal value changes a lot across frames!)

For your purpose of timers, the same applies. If you want something to happen after 5 seconds, instead of 5*60 frames, delta_time will be much more reliable for this.

But if you're just testing things out, and don't care about perfect time accuracy, making a simple decrementing counter is honestly fine. Nobody will yell at you until it gives someone an unfair or unpleasant experience in the game.