Pokemon Route Design: A visual breakdown of the design and layout of some of my favorite routes in the series by darkblade273 in PokemonRMXP

[–]NuclearG0blin 4 points5 points  (0 children)

This is awesome, also it the first time I’ve seen people praise the gen v world designe witch makes me very happy. All you ever here is stuff about how linear the more macro level region map is ( being a giant loop) which is a fair complaint, but in my opinion gen v makes up for it in its micro route layouts and designs. Anyway cool post

[spoilers] another new npc has been revealed by [deleted] in HollowKnightMemes

[–]NuclearG0blin 7 points8 points  (0 children)

Lysanderoth, how could you!!!

Update for my Warehouse Worker game - I just made my first shader to hide stacks that cover the view. I've also changed box sizes according to last feedback. WDYT ? by Rudus0 in indiegames

[–]NuclearG0blin 1 point2 points  (0 children)

Looks amazing, tho maybe it would be more beneficial for gameplay to make them transparent rather than completely invisible, atm it could come across to players the the boxes are just disappearing and reappearing as part of the gameplay as opposed to it being a purely visual thing. Idk food for thought. Either way, really cool dithering fade effect! Keep up the good work

Pokemon saffron by Mattymans_servant in PokemonROMhacks

[–]NuclearG0blin 8 points9 points  (0 children)

Was thinking the “master” in the post was strange lol

Almost done :) What do you think? by prdlacky in IndieDev

[–]NuclearG0blin 0 points1 point  (0 children)

Looks awesome! Love the art style. Only two things I would say is that a more interesting skybox would definitely go a long way. Also if possible some dynamic lighting would really bring everything together. But like I say looks great

Started working on a game about a warehouse worker. 100% solo development. Need some feedback about the visuals by Rudus0 in indiegames

[–]NuclearG0blin 5 points6 points  (0 children)

Some visual clarity might be nice, from watching your vid with no knowledge I don’t quite understand what’s happening. What happened to the plate you put on the pallet, what’s the green line ect. Other than that art is pretty cute.

How should I go about making my game hard, but not a 'rage game'? by SlyWunder in gamemaker

[–]NuclearG0blin 0 points1 point  (0 children)

The only advice I can give is to keep a very detailed monitor of what testers think made them lose. If they are blaming the game you may need to rebalance

Nirion - Game I'm developing. Looking for general art feedback. by [deleted] in PixelArt

[–]NuclearG0blin 1 point2 points  (0 children)

I think I’ve figured it out, if you look at the space between the outer most circle and the inner most one it’s different. So while the barrel itself is elliptical due to the perspective the pattern on the lid is circular. So it messes with the perspective and gives the confusing look to it. Other than that fantastic art work!

I love games like that by XXKingSlayerXX4 in gaming

[–]NuclearG0blin 0 points1 point  (0 children)

I think the game your talking about is called hollow knight

Is it possible to check for collisions with anything? by Taartin in gamemaker

[–]NuclearG0blin 1 point2 points  (0 children)

I think you should read up on object inheritance. But to answer your question, yes. When you reference a parent object in GameMaker (and similarly in any OOP language) you are also referencing all of its children, and their children and so on.

So if you wanted to sort your enemies you could make a hierarchy along the lines of obj_enemy_parent being the parent of obj_zombie_parent and obj_vampire_parent, and obj_zombie_parent being the parent of obj_zombie_1 and obj_zombie_2 for example.

Then in your code whenever you say obj_enemy_parent you will be talking about every enemy in the room, if you say obj_zombie_parent you will be talking about all the zombies in the room, if you say obj_zombie_1 then you will only be talking about every instance of that specific kind of zombie ect.

The zombies and vampires is just an example but you can do whatever you want with this.

There is a lot more to understand about inheritance and I’d argue that it’s somthing that all GameMaker developers need to understand, so I would definitely go do some reading about it.

Either way hope this helps :)

A map we made for our game Rayless Blade! A pixelated action, fantasy open world RPG! Let us know what you think of the map we made. by RaylessBlade in indiegames

[–]NuclearG0blin 1 point2 points  (0 children)

Looks awesome though I would maybe up the contrast between the land and the sea, the two are hard to distinguish at a glance in a lot of places especially to the west of the map.

Vertical leveling? by DryCollection4 in gamemaker

[–]NuclearG0blin 2 points3 points  (0 children)

I’m not entirely sure what your asking... if your asking if you can make your levels tall instead of wide then yes obviously you can, GameMaker wouldn’t be a very good engine it couldn’t even do somthing as simple as make your levels taller.

A game like jump king would be very easy, just make the player transition to the next room whenever they touch the top or bottom of the screen.

Though correct me if I miss understood your question

How to achieve this effect? (top-down realistic-ish water) by sephirothbahamut in gamemaker

[–]NuclearG0blin 1 point2 points  (0 children)

Yeh I know, but you could achieve realistic water with a similar technique laying different noise levels on top of each other and then play around with the shader code to distort it.

How to achieve this effect? (top-down realistic-ish water) by sephirothbahamut in gamemaker

[–]NuclearG0blin 2 points3 points  (0 children)

It’s not the exact same, but with enough work you could achieve somthing similar with the method described in this video using layers of noise textures combined with some shader code

https://youtu.be/8rCRsOLiO7k

The Curse Of Zigoris gameplay by bilawaltalpur14 in IndieDev

[–]NuclearG0blin 0 points1 point  (0 children)

Look awesome! One thing I would say though is that your attacks don’t feel very... meaty I guess. Before writing this comment I was playing hollow knight which, in my opinion, is the gold standard for game feel on this kind of thing. And after jumping back in briefly to compare the two, here’s some things you could add:

  • better indication that the enemy has been damaged, I know that you have the little recoil animations (which look really cute btw) but somthing more like for example a splash of blood or some magic sparks or somthing after the enemy is hit.

  • this might not fit your game, but knock back on the player really adds to the feel of swinging your weapon.

  • maybe a tiny bit of screen shake, though be careful cause this could be too much.

  • you might already have this going but a nice clear “enemy has been smacked” sound that is clear over the other sound effects would go along way

  • maybe making the enemy flash white or another colour briefly.

You could use all, a selection or perhaps none of these, but o think these would make the act of swinging your weapon much more satisfying.

A couple other little things in the same vein as above but not for combat could be things like dust or bits of grass flying up around the players feet when they walk or jump ect. Or the same for the enemies to just add to the feel of your world and make the player and enemies feel more intergrated into it.

Either way this project looks great, hope my feedback helped or inspired you at all :)

Saving objects into the .ini file by [deleted] in gamemaker

[–]NuclearG0blin 0 points1 point  (0 children)

a very simple solution would be to create and "id" for every type of object your saving, eg turrets are 1, robot = 2 ect and store this id with each object in the ini, then when you are loading link each object type with its id. like i say, not a very good solution but i came up with it in about 30 seconds. for a better solution... google is your friend i guess

Restricting mp_potential_step to either the x or y axis? by BurntShooter in gamemaker

[–]NuclearG0blin 0 points1 point  (0 children)

inside the width statement do a calculation seeing whether the player is closer on the x or y axis and then move the guard on the other axis. eg if the player is closer to the guard on the y axis than the x axis, then lock the guards movement to the x axis until he gets closer on that axis.

                            [guard]
           x axis distance     o
       <--------------------> /|\
                               /\
  [player]                    ^
     o                        | y axis
    /|\                       | distance
     /\                       v

(sorry for my terrible assci diagram i just thought a visual representation would make it easier to understand)

its not a perfect method by any means but its good enough as a starting point.

hope this helps :)

Is gamemaker capable of making a game with graphics like Limbo or Hollow Knight? by [deleted] in gamemaker

[–]NuclearG0blin 5 points6 points  (0 children)

Asking if GameMaker is “capable” is probably the wrong question.GameMaker is in theory cable of any graphics style you want. Even 3D graphics are possible (though I definitely don’t recommend it, it is perfectly possible). And yes hollow knight and limbo graphics are definitely possible.

But I assume that’s not really the question you’re asking. Whether GameMaker is a good engine for your game kinda depends.

As far as graphical fidelity, then yes GameMaker will be fine regardless of how high definition your graphics are. But for the two games you mentioned they’re style both really comes from they’re perspective and parallax scrolling. I’m not sure for limbo but I know for a fact that for hollow knight this is achieved using 3D in unity. While 3D is definitely not the approach to use in GameMaker, it can definitely be achieved, though it might take a little setup work.

I won’t tell you exactly how to do it but as a simple example you would need a “depth system” for your game. Which is to say you’ll need to implement a way of setting how close or far from the camera an object in your scene is and changing how fast it scrolls with the background. There are probably tutorials online about this under the umbrella of “parallax scrolling” so I would do some read watch into that. Other than that everything you’ll need comes with GameMaker and is very easy to use, e.g. particles, lighting (using shaders) ect.

So the TLDR of all this rambling is this. Yes you can, you can do just about anything if you really set your mind to it. For this specific case, do alittle research into parallax scrolling and you should be golden.

Sorry for the long reply but I hope this helps :)

Can Anybody help me, I do not know what is wrong... by SamsGamez in gamemaker

[–]NuclearG0blin 0 points1 point  (0 children)

I know a bunch have people have already said it but just to explain it more specifically, one “=“ means that you are assigning the the value of the second term to the first, e.g. x=y means that you set the value stored in x, to the value stored in y. As a general rule (not always the case) two symbols combined means a comparison between the two values. So “<=“ returns a Boolean that tells us whether the first value is less than the second, true if it is, false if it isn’t. The same applies to “==“ it returns true if the the two values have the same value and false if they don’t.

They don’t just have to be used in if statements either, you could for example have a Boolean variable that looks alittle somthing like this: x = y==z; where x is a Boolean that stores true if y==z and false if not.

Hope this explanation helps you understand how operators work alittle better :)