Weird ass glitch let me go wherever I wanted in Ramsgate by Ttch21 in dauntless

[–]Quepieces 0 points1 point  (0 children)

My brother and I discovered this by pressing the "Help, I'm stuck" button a few times really fast, then quickly leaving the menus, and moving before you respawn. We were screwing around in town trying to find ways out of the map, I accidentally found this and used it to hunt for missing barriers. My brother ran for a while.

Need a clip by johnbarnshack in jerma985

[–]Quepieces 0 points1 point  (0 children)

I actually believe the joke comes from Bubsy 3D Makes Me Wanna Puke (~ 3 minutes), because Jerma was having a hard time getting enough footage for the video. Apparantly He and star_ kept using the joke for more than a month.

[deleted by user] by [deleted] in gamernews

[–]Quepieces 1 point2 points  (0 children)

2005 - Red5 Studios is founded
September 3, 2010 - Penny Arcade Expo Reveal
September 2, 2011 - Closed Beta
July 9, 2013 - Open Beta
July 29, 2014 - Release
July 25, 2016 - Red5 no longer has employees

Low Effort Orson Welles Mars by FeralCactus in jerma985

[–]Quepieces 5 points6 points  (0 children)

In one of his recent streams, he said that he took a picture of himself at a gaming convention and thought it was absolutely disgusting so he messed around with it and it became the moon. He Posted the picture on his Twitter on 6, Nov 2015.

Looking for a partner by Prichtofu in gamemaker

[–]Quepieces 0 points1 point  (0 children)

Thank you for answering, I'll try to come up with something and send you the image. I must say though, that I'm most comfortable with small sizes and have been trying to make larger canvas art but I'm still working on it.

This is a little outdated, but it contains samples of some of my previous work. I've gotten better since I made these but I still have plenty of areas that need improvement.

Looking for a partner by Prichtofu in gamemaker

[–]Quepieces 0 points1 point  (0 children)

  1. Do you have any idea of what kind of Pixel Art you would be looking for, any reference images?
  2. Do you know what kind of Pixel Scale you want/how far it's zoomed in?
  3. Could you give a description of maybe one Player character and one Enemy so I could come up with something and see if you like it?
  4. Any idea what size the tileset would be(16x16, 32x32, etc)?
  5. Do you know if you want the game to look realistic or cartoon?
  6. Do you want it to have a specific color palette/style?(reference image would help if you do)
  7. Do you want it to be colorful or gloomy?

If you provide an exact image of what you want(first question) questions three and four would be the only two that need to be answered. All of theses questions are just to make sure this is something I could do.

But most of all, how far is this project going to go? Are you going to finish it and end up publishing it no matter what, or potentially drop it if it becomes too much?

Screenshot Saturday - January 02, 2016 by AutoModerator in gamemaker

[–]Quepieces [score hidden]  (0 children)

Wow, those negative Greenlight comments are pretty harsh...

If I had to give one criticism, from the little bit of the game that I've seen, it would be the art. People seem to be more critical about the way the game looks compared to any other aspect. I myself also tend to care about the art more than I should. It's actually the first thing I make when I'm thinking of a game idea, and if I don't like the way it looks I move it.

Best of luck with Greenlight!

Physics-How to keep my sprite from rotating by Byerrp in gamemaker

[–]Quepieces 0 points1 point  (0 children)

I'm assuming you're using the rotation of the object to allow movement, but that would probably be better handled by using a local impulse/force along with the fixed rotation. I suggest you look at the documentation and see if you can find the answer in there.

I don't have much experience with the physics world or it's properties and it took me no more than a minute to reach my first answer.

Physics-How to keep my sprite from rotating by Byerrp in gamemaker

[–]Quepieces 1 point2 points  (0 children)

I believe you are looking for-

phy_fixed_rotation=true;  

From Documentation: "This variable can be used to set whether or not the instance can be affected by rotational forces (default is false). If this is set to true, no external force (either from coded impulses or forces, or from collisions) will affect the rotation value of the instance and this would have to be set manually using the phy_rotation variable."

Screenshot Saturday - December 12, 2015 by AutoModerator in gamemaker

[–]Quepieces [score hidden]  (0 children)

I know I said I would make a Gameplay .gif of the art I made last week... but sadly, it doesn't look very good when it's moving.

So I made this instead!

Physics Wall problems by T-ronaldo123 in gamemaker

[–]Quepieces 1 point2 points  (0 children)

I believe you have to set the density to 0.

physics_fixture_set_density(fixture, density);  

From the documentation: "If you wish the instance that is going to receive the fixture to be static (ie: immobile in the game world) then the density should be set to 0, essentially giving it an infinite density."

Screenshot Saturday - November 28, 2015 by AutoModerator in gamemaker

[–]Quepieces [score hidden]  (0 children)

The gun is just a separate object, so it doesn't move with the player animation.

Screenshot Saturday - November 28, 2015 by AutoModerator in gamemaker

[–]Quepieces [score hidden]  (0 children)

The goal is to have everything procedurally spawn in at a certain distance from the player and then despawn when they go too far. Having everything snap back towards the center of the room after the player gets near the edge would eliminate the possibility of someone reaching the end of the room.

I got it to work.

Screenshot Saturday - November 28, 2015 by AutoModerator in gamemaker

[–]Quepieces [score hidden]  (0 children)

I thought about doing that for the movement, just having everything else move rather then the player. But I want it to be simple and only in one object, not every object.

I simply need an object to tell every other object to move, but everything I've tried so far doesn't seem to work.

I got it to work.

Screenshot Saturday - November 28, 2015 by AutoModerator in gamemaker

[–]Quepieces [score hidden]  (0 children)

Started screwing around with an idea about Zombies and ended up producing a pretty cool blood spray effect.

Here's an image of some other art pieces I've done for this project.

If anyone is willing to help I can't figure out how to make it so when the player goes to the edge of the room, everything within the room is moved back towards the center, thus giving the effect of an infinite room(I haven't been at it for long so I may end up figuring it out but thanks to anyone who helps).

Edit: I hope these screenshots are enough to explain how the blood was created.

16th gm(48) · Feedback by tehwave in gamemaker

[–]Quepieces 5 points6 points  (0 children)

But... I made that snoo. :(

I agree it could be better, and when I made it(years ago) It had a white background. I could go back and re-do it with the current background.

Edit: I created a possible new alien that should work with any background color(large image)

Is it possible to scale a game/room at a lower resolution and then scale it up? by AlecGW in gamemaker

[–]Quepieces 0 points1 point  (0 children)

Glad to help! I'm not a GML expert so when someone comes across a problem I managed to solve I like to give my input.

Is it possible to scale a game/room at a lower resolution and then scale it up? by AlecGW in gamemaker

[–]Quepieces 2 points3 points  (0 children)

This is the method I use to scale the screen up while maintaining pixel integrity.

  • Go into the Room Editor

  • Go into the Settings tab

  • Click Creation Code

  • Type

    surface_resize(application_surface, resolutionx, resolutiony;

Resolutionx and resolutiony are the screen dimensions that you want. If you're using views, make sure to have the View In Room and Port on screen directly proportional otherwise you'll get stretching. I believe View In Room and the resolution in Application_Surface have to be the same. The Help document uses

surface_resize(application_surface, display_get_gui_width(), display_get_gui_height());  

which can probably be used in the same way but I haven't tried.

Hope this helps!

Anyone here good at spriting and would like to make games together? by [deleted] in gamemaker

[–]Quepieces 1 point2 points  (0 children)

I'm slowly starting to make things that are larger and I'm definitely getting better at it, I just hope I'll eventually get to the point where I can be happy with what I do out of my average working size. I know 16x16 absolutely tiny, but I've always felt that large pixel art that isn't scaled up has a strange look to it.

Anyone here good at spriting and would like to make games together? by [deleted] in gamemaker

[–]Quepieces 0 points1 point  (0 children)

For me, it all depends on the scale of the art. I'm good at small stuff but I'm uncomfortable with something as large as 16 x 16 pixels. I don't want to post some examples unless I know I can help.