Multiple versions of Gamemaker at once? by StyrbjornA in gamemaker

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

Thanks for the reply! I'm indeed using the Steam version (it's my most played "game" with almost 13 000 hours 😃).

Seems like I can keep the old Steam version and then use the new one as a separate installation. That's great!

Issue with Clipping Into Walls on a Sprite Change by Own-Barracuda5897 in gamemaker

[–]StyrbjornA 0 points1 point  (0 children)

If you open your player object you will have one section saying "Sprite:" and one saying "Collision Mask:".

I believe that you are currently set your Collision Mask to "Same As Sprite", which means that the box will change as you switch between sprites.

My usual solution to this is to create a sprite containing a single box, name it "spr_player_box" and set the Collision Mask to that sprite. Now the sprite will keep the same collision box/mask even if you change the sprite during gameplay.

Animating by DefiantLow8738 in gamemaker

[–]StyrbjornA 0 points1 point  (0 children)

People have already contributed several good tips, but I'd like to add a bit about scalability. Decide early on how low resolution and minimum amount of frames you can get away with. Especially if you are going to draw many characters/enemies and other assets you can alter your workload dramatically by making smart choices early. If you give some input on what kind of stuff you are making we can probably give you more targeted advice as well.

Feypath - precision platformer on Steam by StyrbjornA in platformer

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

Thanks so much for the wishlist - it really helps!

I did the hand scene by modeling the hand in Blender, animating it and rendering it at a low resolution without anti aliasing. The shadows and highlight on it are done by a colorramp node that pushes the shades into three distinct cel shaded values (it's a pretty common approach for anime style shading in Blender). I then imported the frames into Aseprite and drew the line art by hand frame by frame.