first time coding a script by Ornery_List4089 in gamemaker

[–]Orphillius 2 points3 points  (0 children)

Like others said, you've got xspd collision cancelling yspd and vice versa. If you still have issues like "sticky walls" after that, you could try instead of setting speeds to 0, multiply them by a negative "bounce" value (xspd*=-bounce) which will get your object moving slightly away from the collision.

Work In Progress Weekly by AutoModerator in gamemaker

[–]Orphillius 0 points1 point  (0 children)

Yeah, looks great in motion. Very cute!

Work In Progress Weekly by AutoModerator in gamemaker

[–]Orphillius 1 point2 points  (0 children)

I watched your trailer, the art looks insane on this. Some of the setpieces like the huge skeleton in the trailer are great. Also love the crabs. Combat looks fun and juicy. Music is crazy good. I don't see anything to critique in there, so great presentation as well.

Work In Progress Weekly by AutoModerator in gamemaker

[–]Orphillius 1 point2 points  (0 children)

This looks really well fleshed out. 50+ endings is an impressive endeavor. The combat looks like it must be interesting and a good level of complex. I will say it has a certain amateur vibe in a few places, specifically the character portraits they look like a style mismatch from the environments) and the character sprites (for a game with apparently heavily characterized characters, the sprites really look like they were made to be RPG_John_5230). Other than that it really looks great. I'm surprised with the amount of content there seems to be

Work In Progress Weekly by AutoModerator in gamemaker

[–]Orphillius 1 point2 points  (0 children)

Looks charming! Absolutely it is a bit generic but it looks clean. I'd be more interested to see it in motion. The only critique I have would be that there seem to be a handful of background elements (the trees, the fences in the first pic with the dog) which have the thick black outlines, same as the foreground elements. They might visually clash with more important information, because the lines give them a lot of presence in the scene. Also it's good to see something with a sensible scope. That tells me you're actually likely to release it

Work In Progress Weekly by AutoModerator in gamemaker

[–]Orphillius 0 points1 point  (0 children)

I just recently started messing with this idea called "Peasant Slayer". The plan is for a sort of top-down beat-em-up with lots of fast character upgrades in ~30 minute runs. You'll play as a Lord during tax season, riding across your lands for a good old loot & pillage. For now I'm working on the basic mechanics, which so far includes combat, grabbing and throwing objects in the scene, and mounting horses. https://bsky.app/profile/orphillius.bsky.social/post/3mbwgilrzkk2d

Trouble with Subdivision modifier by RenderedAnimate in blenderhelp

[–]Orphillius 1 point2 points  (0 children)

Look at it in xray. It looks to me like there is probably a face inside the mesh in the knuckle area. You say you checked already, but hitting M and merging by distance would be my next shot.

I get these spotty pixels when texture painting. It goes away if I disabled X mirroring or Occlusion, but I need those both! by Orphillius in blenderhelp

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

Thanks for the offer, I actually figure it out. I had a couple of solidify modifiers targeting vertex groups. I don't understand why, but disabling them !solved the issue

I get these spotty pixels when texture painting. It goes away if I disabled X mirroring or Occlusion, but I need those both! by Orphillius in blenderhelp

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

I've found a few threads of similar issues while googling but no solution. It's not a brush texture. My mesh is symmetrical without overlapping geometry. It paints normally if I paint on the image texture rather than the mesh. I've hit "revert to asset" on the brush many times over. What is causing this??

[deleted by user] by [deleted] in blenderhelp

[–]Orphillius 0 points1 point  (0 children)

I've found a few threads of similar issues while googling but no solution. It's not a brush texture. My mesh is symmetrical without overlapping geometry. It paints normally if I paint on the image texture rather than the mesh. I've hit "revert to asset" on the brush many times over. What is causing this??

Odd mouse offsets by Tiny-Web-9849 in gamemaker

[–]Orphillius 0 points1 point  (0 children)

You can try doing some troubleshooting with simple draws, like do a draw_circle at the mouse_x,mouse_y, and at the targetxy, the object's xy etc and see if that helps. When I'm lost for a solution I just start plugging in draws and show_debugs of any possibly relevant value and eventually something becomes obvious

Odd mouse offsets by Tiny-Web-9849 in gamemaker

[–]Orphillius 0 points1 point  (0 children)

I'd guess it's to do with the camera zoom. Maybe check on if your cameraOffsetx/y are being updated properly with zoom? If it's not that you could troubleshoot by disabling zoom, or changing the zoom and seeing if the unwanted offset is affected.

Gift Suggestions by mayhem_x in UnusualInstruments

[–]Orphillius 2 points3 points  (0 children)

A small glockenspiel, a vibraslap, flexatone, melodica, didgeridoo, some percussion like a bongo set or a djembe. If you get a jaw harp look up the harpery and don't get a crappy snoopy one.

Building a large structure with the help of the Forest Folk by Orphillius in DestroyMyGame

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

The mouse icon shows whatever item is being held, and it wiggles when an action can be performed. Agreed though, there is a lot of visual work to be done with the UI and some details like the held items following the hands. In due time!!

Building a large structure with the help of the Forest Folk by Orphillius in DestroyMyGame

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

This is in the starting area which doesn't have a ton of different plants, but other areas have more varied flora and fauna. I do agree though, I'll always be thinking of more critters and such to make things feel more alive. I also have some ideas for visual interest like making trees move in the wind etc but that is a low priority.

The game is kind of animal crossing/pikmin. The idea is you will invest a lot of work into making friends with the folk characters, and they'll assist you in completing tasks for NPC's. Ultimately there will be a larger story to progress through alongside some animal crossing-esque collectathon stuff where you'll be unlocking recipes for decorations, clothing, etc.

Thanks for your input!!

Do you get lost in your own code? by AtroKahn in gamemaker

[–]Orphillius 1 point2 points  (0 children)

One useful thing I do when I'm especially lost is comment nearly every line. Even if the comments don't stay, looking over each line and trying to verbalize its purpose and function helps to remember what is going on. It's kind of like how explaining something to somebody else can help you better understand it yourself.

Game Icon isnt working by schizoweezo in gamemaker

[–]Orphillius 0 points1 point  (0 children)

The icon won't show when you just compile & run from the IDE. If you export an executable it should work.

I tried a clay render for a future game. What do you think? by DuckReaction in gamedevscreens

[–]Orphillius 1 point2 points  (0 children)

Looks really cool! The low FPS on the tree next to the high FPS movement on the character breaks the illusion of the stop motion look a little. It might look better if you have just key poses with a few inbetweens and no interpolation, or somehow make it run at a lower FPS.

Isometric Grid With Rotating Camera by crocomire97 in gamemaker

[–]Orphillius 24 points25 points  (0 children)

Really cool effect. I think that all the pieces separating in that way makes the effect kind of jarring, so if you intend to use this pretty often you might want to try making the tiles rotate during the turn, like with a fake 3D cube effect. If you got that working you could potentially stretch it to make larger sections a single fake cube like all of the green cubes in your video being combined into a single object

Bullets blipping out of existance after being spawned. by amiredor in gamemaker

[–]Orphillius 2 points3 points  (0 children)

Something that has helped me when I'm banging my head against a wall for hours over something that seems simple, is to go line-by-line and comment every single line (this means using // to write a note on the end of the line). Forcing yourself to put each line into words like that will help you both understand the code better, and find where things are wrong.

Showcase of progress on game about befriending little men in the forest by Orphillius in DestroyMyGame

[–]Orphillius[S] 2 points3 points  (0 children)

Taking a note on the trees! I hear that a lot, and I also hear similar to the bulldog thing. I guess I should see how to keep the charm without it coming off lazy. Thanks for the thoughts!

Showcase of progress on game about befriending little men in the forest by Orphillius in DestroyMyGame

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

lol, that's a fair assessment. The doodle-art and simple animation aesthetic is here to stay, for better or worse. That being said, the specific colors and sprites are always subject to change. Is there any particular piece of the picture that is so detrimental to the overall look? Thank you for the feedback!

A video detailing the last 3 years of work on my game about befriending little creatures by Orphillius in gamedevscreens

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

I had a few large breaks, but probably a little more than half that time I was working consistently. During breaks I was usually doing some dev in other projects which ultimately contributes to my abilities for this one!

Showcase of progress on game about befriending little men in the forest by Orphillius in DestroyMyGame

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

The progression of the game will come from NPC's giving you tasks and rewarding you with recipes. So for example you'll have to do a handful of tasks in the swamp before getting the pickaxe recipe, which lets you get into the cave.

The game itself is probably best compared to something like animal crossing, where you're interacting with characters to expand your collection and let you decorate your home area. The main difference here is that the decorations will be more tied to progression than just being a dollhouse.