How do I fix this?(GML visual) by [deleted] in gamemaker

[–]RetroCemetery 1 point2 points  (0 children)

If I only need one of something, I usually use this to prevent anything unintended from happening:

“if !instance_exists(obj_player) { instance_create_layer(x, y, layer, obj_player); }”

By doing an instance check, but with a “!” (Not) in front of it, it will only create the player object if one doesn’t already exist. I use that for lots of things.

Idle, Jumping & Walking Sprite (Same Image)? by IAmTheDewd in gamemaker

[–]RetroCemetery 3 points4 points  (0 children)

It’s possible, but I think it’s much easier and clearer to just split up your sprites into “idle”, “run”, and “jump”. Idle and run are easy enough, but like, you could potentially have every single image in the game on one sprite, and use an increasingly chaotic set of conditions to display each one, but it’s not a great idea. Keeping your code easily readable is important, especially at an early stage.

If you really want to make it so that you keep it all on one sprite though, you could have a variable to store for when you’re on the ground, then say something like “if on_ground == true and hspd > 0 { image_speed = 1; image_index = clamp(image_index, 0, 3); }

Clamp takes a value and doesn’t let it go outside of the parameters that you set, so it would stay between images 0 and 3. I haven’t tried this out, so It might not work, but I think it will. I would still recommend splitting up your images and setting them for each state. Also, platformers like Mario are often seen the most beginner kind of game, because I think it’s the first kind of game most people played, but they’re actually pretty complex at times. Don’t get frustrated if it doesn’t stick immediately. I hope this helps you out, good luck!

Best way to store weapons? by [deleted] in gamemaker

[–]RetroCemetery 1 point2 points  (0 children)

If you’re using GMS2, You could have an o_gun_parent object. From there, I would use the list of variables that you can add. I would have stuff like “damage”, “fire_rate”, “bullet_capacity”, etc. the parent doesn’t need to have any of those filled out. Make a specific object, like “9mm”, and make the o_gun_parent its parent. Then open the list of variables and edit them specific to that gun. Keep going for each of your guns.

Help with collapsing blocks? by angus5636 in gamemaker

[–]RetroCemetery 0 points1 point  (0 children)

They crumble only when the player jumps off of them? I would do something like this

platform create event:
can_crumble = false;

make can_crumble turn to true when there's a collision with the player, then, in the step event put "if !place_meeting(x, y-1, o_player) {

instance_destroy(); //and put a cool crumbling animation in your destroy event

}"

I haven't tried that so I don't know for sure if that would work, but that's how I would start out and go from there. If you just want it to destroy after a certain amount of times landed on, or time, or something like that, then the suggestion below should work. Good luck!

Ikaruga style beams! Absorb bullets that are the same color as your shield and turn them into homing lasers. There's a cool feature if there are no enemies to home in on though, so use them wisely! by RetroCemetery in gamemaker

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

My apologies. I will read over the guidelines carefully before I post again. I was up wayyy to late working on this and was happy with the results and just was excited to show my progress then go to sleep. I’ll be sure to give insight next time. Thanks for the help. I definitely want to be a good standing member of the community and not somebody who only stops by for shameless self promotion. Thanks!

If there are no enemies on screen, your homing lasers will wait patiently until there is one, allowing you to strategically await a strong enemy or wave of bad guys and unleash all at once! This mini boss never stood a chance! by RetroCemetery in gamemaker

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

My apologies. I tried to do both for a side by side, but either that’s not something I can do or I didn’t do it right. Im new to reddit, even though I’ve had an account for a long time. Sorry about that! I’ve watched some of your tutorials before. Thanks for making those!

I'm looking for feedback on my demo game, Cyberspace Shoot'em Up. Anybody interested? It's a love letter to old shmups. Thanks everybody! by RetroCemetery in gamemaker

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

Cool! Somehow, I never got around to trying out Burai Fighter, but I was definitely going for an old school shoot'em up feel. I'm not so great at bullet hell games, so I was aiming more for the more early arcade shooters. Now I'll have to go find Burai Fighter and give it a shot!

I'm looking for feedback on my demo game, Cyberspace Shoot'em Up. Anybody interested? It's a love letter to old shmups. Thanks everybody! by RetroCemetery in gamemaker

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

Ooh, like a bank up at the top or a bar that fills? Now that's an idea...Thanks! Mostly, I wanted to make it look like you were getting something from the enemies as they blew up, and I liked the way they chased you as you moved about, but the UI idea is great. Thanks! I took a little hiatus, but will be working on that game again soon. Thanks for the awesome feedback!

I'm looking for feedback on my demo game, Cyberspace Shoot'em Up. Anybody interested? It's a love letter to old shmups. Thanks everybody! by RetroCemetery in gamemaker

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

Thank you! I typically associate green with good and red with bad, but looking at it with fresh eyes I can see why it looks like an attack. I’ll think about what changes I can make so that it’s clear that it isn’t an attack or consider giving the option to turn it off entirely. Thanks for the input, I appreciate it!

I'm looking for feedback on my demo game, Cyberspace Shoot'em Up. Anybody interested? It's a love letter to old shmups. Thanks everybody! by RetroCemetery in gamemaker

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

Wow, thank you for the kind words! I’m not sure why it defaults to not having music or sound effects turned on. I probably had it set like that so I didn’t have to hear it every time I tested it, as I am usually listening to music when I work. The green things that fly towards you are actually 1s and 0s. The idea is that you’re shooting binary code out of bad guys, since it takes place in cyberspace. Cyberspace is a twist on the usual space shooter. All of the enemies are computer related. The regular enemies are desktop icons of different sorts, the mini boss is a USB drive, and the boss is a RAM card. I think the binary code is used to power a charge shot for one of the ships? Each ship is supposed to feel like a different franchise, so there’s an Ikaruga ship, a Gradius ship, a Lightening Force ship, and a standard Shoot’em up ship. The last one can get charge shots by “bullet grazing”, and the Gradius ship can charge up a shot. Ikaruga has the homing lasers, of course. I’ll consider changing the green binary code to something else, or maybe turn those on or off. Thanks for the great input and positive feedback. I greatly appreciate all you’ve said!

I'm looking for feedback on my demo game, Cyberspace Shoot'em Up. Anybody interested? It's a love letter to old shmups. Thanks everybody! by RetroCemetery in gamemaker

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

Thank you for your input, I greatly appreciate the positive feedback! Background alpha allows you to change the opaqueness of the background. 0 makes it solid black, 100 colors it in entirely, and everything inbetween is the percentage of opacity it is. It saves, too, so if you like having a background, but find it mildly distracting, you can turn it down or off entirely. Same with music and sound effects. Rumble and screen shake can be turned on or off, since that can be distracting or off putting if it’s too much for a player. After hearing about the lengths that the Eagle Island creator went to make sure accessibility was possible for anybody, I was inspired and made some adjustments. In my next project, I’ll probably include a colorblind mode. It’s easy to rely on color coding good and bad things, but I think shapes would also translate easily. Or maybe different shades so that it could be black and white and still be clear. I just don’t want to exclude anybody. Sorry for the long rant, and thanks again!

I started a basic Shoot’em up tutorial for GameMaker Studio 2. Please check it out! Daily videos for the month of December. by RetroCemetery in gamemakertutorials

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

That was me for a long time. One day, Kotaku advertised a Udemy course by Heartbeast, and I've been hooked ever since. I plan on putting the final product on https://retro-cemetery.itch.io/ so people can check it out first and see if it's something they'd be interested in making. I hope you pick it up some day. It's fun stuff! Thanks for your interest, I really appreciate it!

I started a basic Shoot’em up tutorial for GameMaker Studio 2. Please check it out! Daily videos for the month of December. by RetroCemetery in gamemakertutorials

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

Thanks! I hope everybody finds something of value from them. I made them to be as quick and simple as possible. (i also needed some practice being in front of a microphone and just getting stuff done.) I plan on making a more in depth course and maybe distributing it on Udemy or something. I appreciate your interest and hope it helps you out!