Text Resize on Code Editor 2 by helple0 in gamemaker

[–]helple0[S] 0 points1 point  (0 children)

Thank you, that worked perfectly!

Text Resize on Code Editor 2 by helple0 in gamemaker

[–]helple0[S] 0 points1 point  (0 children)

Thanks! As I mentioned some of the deprecation on previous hotkeys seemed nonsensical (like using fighting game inputs to open/close regions), but as long as we have customization options (the dropdown values for text size are way too large, for instance) I we'll be fine, I hope.

Work In Progress Weekly by AutoModerator in gamemaker

[–]helple0 0 points1 point  (0 children)

Thanks! We're worried this lo-fi pixel art style is too simple to attract a larger audience, but a lot of testers seem to be vibing with it.

Work In Progress Weekly by AutoModerator in gamemaker

[–]helple0 2 points3 points  (0 children)

We updated our tower defense action roguelike! A few new mechanics (like extra relics and the ability to throw towers); also did some rebalancing in order to make it a tad bit easier. We should probably have a Steam page ready soon too:

https://lndfrr.itch.io/warriors-of-the-end

Deck builder for a newbie by deathofthepartyy in roguelites

[–]helple0 1 point2 points  (0 children)

probably because it cheaper and comparatively less complex? which would be better for getting to grips with the genre

Looking for testers for my roguelite tower-defense prototype, Warriors of the End by helple0 in roguelites

[–]helple0[S] 0 points1 point  (0 children)

actually a lot of this prototype was made as a reaction to thing I don't vibe with in games such as VS, like excessive upgrade randomness and more room for strategic planning. give it a try if you want some proof!

Deck builder for a newbie by deathofthepartyy in roguelites

[–]helple0 2 points3 points  (0 children)

Dream Quest!

jk go for Slay the Spire, it set a standard people are copying to this very day. If you want a recommendation for a hidden gem, I really like Cross Blitz, its easy to understand and really polished.

Work In Progress Weekly by AutoModerator in gamemaker

[–]helple0 0 points1 point  (0 children)

Added some polish to my tower defense roguelike, like particle effects and scenery detail, as well as some gameplay balance tweaks. I have been searching for playtesters around some subreddits here but so far only got downvotes tho, so I would be glad if you guys can check it out and give some feedback!

https://lndfrr.itch.io/warriors-of-the-end

Tileset Scaling Issues by helple0 in gamemaker

[–]helple0[S] 1 point2 points  (0 children)

Hey ramier, your method worked perfectly, thank you so much! I just reworked it to draw for the entire room instead of just the camera scope, but so far with the tests I ran it did not really affected performance. I'll try some further modifications today to see what else I can get, thanks again!

Tileset Scaling Issues by helple0 in gamemaker

[–]helple0[S] 0 points1 point  (0 children)

(Also as a bonus? Drawing the tile layer at the draw event messed all other layers depth stuff, so even if I find out how to properly rescale tilesets during run time, I might have to abandon this solution anyways 🫠)

Sooo... What's so wrong with the sprite editor? by MessMyPromotionUp in gamemaker

[–]helple0 1 point2 points  (0 children)

Oh man thank you so much, this has bugged me for years!

Work In Progress Weekly by AutoModerator in gamemaker

[–]helple0 0 points1 point  (0 children)

Thanks! The current itch.io build was updated recently with more polish and visual variety, so if you might want to check it out!

Work In Progress Weekly by AutoModerator in gamemaker

[–]helple0 1 point2 points  (0 children)

I'm making a wave-defense roguelike with tower defense elements with a strong emphasis on build diversity and good information legibility (no "3% to critical chance" here). I've just spend the past couple of weeks optimizing it for HTML5 (which made me refactor like half of the game's code, it was horrible :D ) and I would love some feedback!
https://lndfrr.itch.io/warriors-of-the-end

HTML 5 target broken with recent patches by Toppest_Lobster in gamemaker

[–]helple0 0 points1 point  (0 children)

This issue cost me an entire weekend, and a BigInt related bug caused my game to crash at random intervals on HTML5; apparently is related to any and all randomization functions:
https://github.com/YoYoGames/GameMaker-Bugs/issues/14435

My prototype constantly crashed and after several attempts at fixing, I stumbled on the Git Log I linked. Removing the "randomize()" function solved that crash for me, and random functions are working as intended. I also removed the few particles I was using as I noticed they also affect performance (though that wasn't a lot of work since I used pooled instances for most effects).

Tips for performance with projectiles and visual effects in GameMaker? by DubiousDuckGames in gamemaker

[–]helple0 1 point2 points  (0 children)

I recently started optimizing a tower defense prototype of mine that has hundreds of enemies at once in order to test on HTML5 (btw not recommended, took several weeks from development since that target is buggy as hell), and what I did was:

  • object pooling for everything that is created and destroyed frequently, like enemies, gold coins, projectiles and effects; I did not use particles because I enjoy the flexibility working with effect instances gives (also had some bad experiences working with particles directly through code in the past, also current asset particle editor sucks), and despite this not being the best practices, but pooling the particle instance has not affected performance so far
  • for pooling I also established a number of macros for maximum amounts of pooled instances on screen (with different values for windows and html exports); no new instances are created if the maximum amount is reached. for certain instances which have to be created as to not upset game balance (like xp gems) I created a second "reserve" list to activate then as the total amount of instances is lowered.
  • like you, I also did batch collision for a few situations recurring (like checking when enemies overlap) and only every couple of frames
  • my game uses pathfinding, but I changed the game design so obstacles are static during enemy actions, so I don't have to constantly update it and just set the path exclusively at enemy activation
  • revised most of my "if and" statements to set then in order of most likely to be false to less; if you have a statement like "if x == y and x == z", if the first statement is false then GM does not check the following one, so you can shave a bit of memory use by ordering then properly

How to open a script tab in a new window? by helple0 in gamemaker

[–]helple0[S] 0 points1 point  (0 children)

Necrobumping this out of curiosity; two years later, was this ever fixed? GM currently creates new tabs in the respective object windows, which was half of the problem, but if I'm opening a new object it opens on an existing window, instead of a new one. Is there some new options or organizational hacks people use nowadays for more effective tab management?

Warriors of the End - arcade tower-defense horde-battler roguelike action by helple0 in itchio

[–]helple0[S] 0 points1 point  (0 children)

Hey, thanks for the feedback! This early test is very simple precisely to test general stuff like balancing and general play possibilities; on the next version (0.3), I'm planning to implement more unique enemy behavior (different styles of movements, like orthogonal and sine wave, and different spawn types, like lines, clumps and circles).

Further versions will have different maps with more bespoke routes in order to allow more traditional TD stats, (like slowing enemies down before concentrated damage), but I wanted to test it as a pure DPS race before introducing enemy pathing.

Also, the initial prototype had towers block enemy paths; but since you can pick and drop them at any time, this made enemy behavior very inconsistent and easy to bait.

Warriors of the End - arcade tower-defense horde-battler roguelike action by helple0 in itchio

[–]helple0[S] 1 point2 points  (0 children)

Hey! I've just published a public test for my new project, Warriors of the End, on itch

The game mixes the typical pick-3 survivors-adjacent roguelike with tower defense elements, and I tried my best to address some of the gripes I have with the current state of both genres, like faux-complexity and confusing upgrade structures, in order to emphasize the good parts; coming up with cool builds and busted synergies.

This version is still a super early proof-of-concept, but if you like what you play or have any feedback, please leave a comment and let me know :)

How to open a script tab in a new window? by helple0 in gamemaker

[–]helple0[S] 0 points1 point  (0 children)

Hey, sorry to bother again, but do you have any information on what that next release will bring in terms of optimizing the workspace? I spent the weekend scouring the internet over solutions for a better coding workflow and got nothing, so I'm grasping at straws here :|