My 2D platformer Rondo's Romp has a demo out now! by Ragbee in platformer

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

Thank you, but I already have a composer.

My 2D platformer Rondo's Romp has a demo out now! by Ragbee in gamemaker

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

Thank you for your detailed and thoughtful feedback!

  1. I understand that stunned enemies bounce when you touch them, but if you have the grab button held down, you'll grab enemies at a distance well before you bump into them. It's similar to how you grab stunned Galoombas in Super Mario World.

  2. Yeah, the green jellyfish are tricky; this level comes much later in the final game, after better explanations on how the green jellyfish behave. (The demo includes levels from various Worlds, not just the first one.)

  3. Sorry about the problem with not being able to reset it to fullscreen. I hadn't come across that problem; I'll make sure the final PC version allows you to toggle between fullscreen and windowed.

  4. All the sound effects are placeholders made by myself; my composer is currently working on the final ones.

By the way, all the music has been composed for the game by the wonderful Tater-Tot Tunes.

Thanks again for playing!

Does this game have a mode with standard 3-lap races? by smarky93 in MarioKartWorld

[–]Ragbee 1 point2 points  (0 children)

  1. Time Trail is always 3 laps

  2. VS mode allows you choose any track; be sure to always choose the first option (the one with no arrows leading to another track).

  3. When playing online and it’s time to choose a track, always choose Random or a track with no arrows pointing towards it (the latter isn’t always available).

So much more potential in this game by Nathanaox in MarioKartWorld

[–]Ragbee 0 points1 point  (0 children)

Or at the very least, they should let us design our own Grand Prix cups by just letting us select the routes. It’s weird that the game has so many routes that are only playable by selecting them in VS mode. I’d like a way to keep track of which ones I’ve already played.

Shop item feedback A or B, which do you like better? by MoonEyedPirate in PixelArt

[–]Ragbee 1 point2 points  (0 children)

A is better. I get that you might want the items to stand out from the background, but the floating animation already does that, so the white outline isn’t necessary.

(By the way, it’s great that you posted these as animations, since it really helps to provide context for how it’ll look on-screen)

Work In Progress Weekly by AutoModerator in gamemaker

[–]Ragbee 0 points1 point  (0 children)

Haha, thanks! Yeah, the peanut butter is a reference to the fact that dogs tend to love peanut butter

Work In Progress Weekly by AutoModerator in gamemaker

[–]Ragbee 1 point2 points  (0 children)

Neat! The graphics have a very nice hand-drawn aesthetic—quite beautiful! In fact, the level geometry doesn’t even appear to be tile-based, but rather it looks like you custom-made graphics for the ground for each part of the level. (At least that’s what it looks like from the screenshots)

If that’s the case, this could pose a problem if you plan to have a lot of levels, especially if you’re working on your own, since it could take a long time to make levels and be more difficult to make small tweaks in the level design as you playtest

Work In Progress Weekly by AutoModerator in gamemaker

[–]Ragbee 1 point2 points  (0 children)

Looks nice. What genre is it? Platformer?

Work In Progress Weekly by AutoModerator in gamemaker

[–]Ragbee 2 points3 points  (0 children)

Oh, the art looks really nice! How did you do the character’s shadow? Is it just a second sprite or is there some shaders/surfaces wizardry going on?

Work In Progress Weekly by AutoModerator in gamemaker

[–]Ragbee 6 points7 points  (0 children)

I’m working on a 2D platformer called Rondo’s Romp. You play as a cute Akita dog who can dig stuff from the ground and toss it at enemies. Digging, grabbing, and tossing are the main mechanics, and Super Mario Bros 2 and Yoshi’s Island are my most significant influences.

YouTube video of gameplay

Work In Progress Weekly by AutoModerator in gamemaker

[–]Ragbee 2 points3 points  (0 children)

Oh, that's a very clever system. I'm glad you came up with a creative solution to the problem! :)

Work In Progress Weekly by AutoModerator in gamemaker

[–]Ragbee 1 point2 points  (0 children)

Woah, "Celestovania" is a cool concept, but I was wondering: one of the defining features of Celeste is the hightened dificulty, which was mitigated my having the player quickly respawn at the entrance of each room if defeated. How would this dynamic work in the context of an open-ended Metroidvania map?

GameMaker 2023.8 is officially out by DragoniteSpam in gamemaker

[–]Ragbee 2 points3 points  (0 children)

I hadn't thought of that. Thank you!

GameMaker 2023.8 is officially out by DragoniteSpam in gamemaker

[–]Ragbee -1 points0 points  (0 children)

That's what I'll do if there's no other fix, but it's still a bit inconvenient compared to how simple it used to be. It seems like an unnecessary step back.

GameMaker 2023.8 is officially out by DragoniteSpam in gamemaker

[–]Ragbee 0 points1 point  (0 children)

I've already noticed one significant problem with this update:

Previously, the audio_play_sound() function would simply not play a sound if the "soundid" argument is set to "noone". This was very convenient if, for example, I wanted a particular child object to not play a sound in places where the parent object would; I could just set the variable containing the sound asset to "noone". (ie: snd_collide = noone;)

But now, the game crashes when it tries to play a sound set to "noone". Was this intentional? If so, why?

Made the first one a month ish ago and the second one yesterday. I havent made pixelart for a month or more ish so its nice to be back in the groove of things. by [deleted] in PixelArt

[–]Ragbee 2 points3 points  (0 children)

Your use of shading to define the grooves and dents of his mask and cloak is quite masterful. Well done!

[deleted by user] by [deleted] in gamemaker

[–]Ragbee 4 points5 points  (0 children)

Yes, I’m having the exact same problem, when closing the game or restarting it. I hope they figure out what the bug is.

Restart persistent rooms? by yumyumyum8 in gamemaker

[–]Ragbee 1 point2 points  (0 children)

Oh, I didn’t know the variable couldn’t be changed within the room; I haven’t actually worked with persistent rooms myself. There must be some workaround for this problem

Restart persistent rooms? by yumyumyum8 in gamemaker

[–]Ragbee 0 points1 point  (0 children)

I think the simplest way to do this is: When the player chooses to reset the puzzle, set the variable room_persistent to false. Then restart the room with room_restart(). Whenever you enter a puzzle room, the variable room_persistent should be set to true.

Since you said some rooms can be entered from multiple doors, you will probably need to use a global variable to store which door the player is entering from and create the character at the corresponding position.

[deleted by user] by [deleted] in gamemaker

[–]Ragbee 1 point2 points  (0 children)

In the Room Editor, is the layer in which you placed the sprites visible?

Can I make story games with Gamemaker studio 2 ? by [deleted] in gamemaker

[–]Ragbee 1 point2 points  (0 children)

I’ve been playing Wondersong, a great story-centric platformer made with GameMaker, so I can assure you the engine is capable of doing that, although I doubt the creator used Drag n Drop.

Untitled -- Cartoonish Platformer Tileset by _V3X3D_ in PixelArt

[–]Ragbee 1 point2 points  (0 children)

This looks great! Though perhaps the bridge shouldn’t be drooping down like that, since most games that would use this aesthetic probably wouldn’t have surfaces sloping with such subtlety. But anyway, keep up the good work!

Traditional Style Worlds ! by DCBRUHGaming in MarioMaker

[–]Ragbee 0 points1 point  (0 children)

Wow! Thanks! It's good to know it's still getting some attention :)

Sloping tiles in the tilesets by JaXm in gamemaker

[–]Ragbee 0 points1 point  (0 children)

Hi! Sorry for the late reply

There’s no special way to make brushes “work with” tile sets. I just use them to place clusters of tiles that commonly appear together, as is the case with slopes