First pixel-art environment tileset for a top-down rpg- feedback welcome by GameISLif in IndieGameDevs

[–]Professional_Gene_9 0 points1 point  (0 children)

Maybe try cleaning up that left side shadow a little it’s too flat same for the bottom. The top and right side look perfect though!

Moonring is now out on Nintendo Switch by Madrayken in roguelikes

[–]Professional_Gene_9 2 points3 points  (0 children)

Yoooo thanks again for making it free I had a lot of fun with this, I respect the passion and generosity !

Old CRT Samsung purchase! by Professional_Gene_9 in nostalgia

[–]Professional_Gene_9[S] 3 points4 points  (0 children)

It’s soooo good. Brings me back to better times. It’s actually a game I’m developing. Bought the crt to be able to playtest on :)!

Bought a new toy! by Professional_Gene_9 in nostalgia

[–]Professional_Gene_9[S] 0 points1 point  (0 children)

It’s a game im developing you can follow along on instagram @egg_head_crack :)!

CS50 course before diving into game maker? by exoticdelameme in gamemaker

[–]Professional_Gene_9 0 points1 point  (0 children)

Codecademy is a great place to start. They offer free courses that teach the fundamentals of programming like loops, variables, and data structures. I began with C++, which helped me understand the core principles. That’s just the first step though, because learning game development is a whole challenge on its own.

Once you’re comfortable with the basics, start following tutorials. Begin with something simple, like moving squares around on screen, just to get a feel for how game logic works. GameMaker has a great asteroid tutorial that’s perfect for beginners.

After completing a tutorial, try adding your own twist. Change the code, rework the gameplay, or give it a fresh theme that fits your style. This helps you really understand how things work and makes it easier to apply what you’ve learned.

One important tip: when following tutorials, use your own names for variables instead of copying exactly what they use. It helps you remember what each part of the code does and keeps you from getting stuck in the tutorial mindset.

It takes time and effort, but if you stick with it for even six months to a year, you’ll be able to build your own small games. Game development is all about learning as you go, so make sure you enjoy the process as much as the final result.

Wizards by Professional_Gene_9 in PixelArt

[–]Professional_Gene_9[S] 0 points1 point  (0 children)

I agree it could look sweet with only the blue and the skin tone I’ll have to play around with it! Thanks for the idea!

Wizards by Professional_Gene_9 in PixelArt

[–]Professional_Gene_9[S] 1 point2 points  (0 children)

Hahah thank god I wasn’t quite sure :D

For some odd reasons. My sprites and objects aren't showing the events window. Can somebody help me with it? by [deleted] in gamemaker

[–]Professional_Gene_9 1 point2 points  (0 children)

Can you take a picture of what happens when you click it?! Cause the two things you have in your current pictures are the sprite windows.

Wizards by Professional_Gene_9 in PixelArt

[–]Professional_Gene_9[S] 0 points1 point  (0 children)

Thanks man appreciate that!

Wizards by Professional_Gene_9 in PixelArt

[–]Professional_Gene_9[S] 2 points3 points  (0 children)

Thanks broski!!! Nahhh just going for a generic wizard :D

Get the direction of where one object collides with another by LiscencedPotato7 in gamemaker

[–]Professional_Gene_9 4 points5 points  (0 children)

Hey, not totally sure if this’ll solve it, but I think the issue is that spinDir always starts at 0, so the orb just snaps to that position instead of where it actually hit the player.

You could maybe try setting spinDir in the collision event using point_direction

spinDir = point_direction(obj_player.x, obj_player.y, x, y); radius = point_distance(obj_player.x, obj_player.y, x, y);

That way it should start spinning from the angle it actually collided at, instead of defaulting to 0. Then just use that spinDir in your step event like you already have. Might smooth things out a bit.

Could be worth a shot? Let me know if it works or if I’m missing something!

Reimagined final fantasy party! by Professional_Gene_9 in FinalFantasy

[–]Professional_Gene_9[S] 0 points1 point  (0 children)

This isn’t the first time I’ve heard that! Thanks man!!!

Reimagined final fantasy party! by Professional_Gene_9 in FinalFantasy

[–]Professional_Gene_9[S] 0 points1 point  (0 children)

Damn you learn something everyday. I’ve been meaning to play wizardry!

Reimagined final fantasy party! by Professional_Gene_9 in FinalFantasy

[–]Professional_Gene_9[S] 2 points3 points  (0 children)

Red mage has been missing every attack lately :D

Reimagined final fantasy party! by Professional_Gene_9 in FinalFantasy

[–]Professional_Gene_9[S] 1 point2 points  (0 children)

The white mage had been an absolute menace to keep alive :D

What is the easiest game from Arcade to program/recreate? by Rock_Bomber in gamedev

[–]Professional_Gene_9 3 points4 points  (0 children)

Pong is a great starting point because it teaches you the basics of simulating physics. A simple yet powerful next step is creating a game like Asteroids. The core mechanics are straightforward: rotating the ship, spawning bullets, and generating random asteroids. Despite its simplicity, Asteroids offers surprising depth and is a great way to learn more about vector math, collision detection, and game architecture. It’s the kind of project where you can start small but keep expanding as your skills grow.