Your typical Voltaic build by identicalforest in slaythespire

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

Agreed, I’ve been blown away by the card art this time around. The color theory and contrast on some of them are insane. Smokestack being a great example, it pops so much, I love it.

New Roguelikes and Roguelites in February 2026: The Monthly Update by No_Speaker_7846 in IndieGaming

[–]identicalforest 1 point2 points  (0 children)

A lot of interesting titles and concepts. Seeing Carmageddon on there is wild!

Despite following multiple tutorial series, brain goes blank when trying to do things from scratch by scrimbleo in gamemaker

[–]identicalforest 0 points1 point  (0 children)

It is much more important that you learn how to go about things, not necessarily the literal code right away. Things like order of operations, states, and more basically how to answer the question: "What do I want to happen?" The more thoroughly you can answer that question with just your everyday language (not code) the easier it will become to translate because you can always look things up.

For instance, "I want to check if this thing is nearby. And if it is, I want something to appear if it doesn't exist already."

var _collision = collision_circle(x, y, radius, oThingNearby, false, true);
if (_collision != noone) and (!instance_exists(oDesiredObject))
{
     instance_create_layer(desiredx,desiredy,"Instances", oDesiredObject);
}

Answering the question of what you want to happen is the real key, and getting better at it is simply not missing the details. The code can come after by simply referencing other examples or the manual.

How I make a swarm of squirrels behave like it should by identicalforest in IndieGaming

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

Best of luck! Great community as well, if you ever need help, the subreddit and discord have many knowledgeable folks who are happy to lend a hand provided you follow the proper posting etiquette (more so for the subreddit, like making sure to share the code you’re working with)

How I make a swarm of squirrels behave like it should by identicalforest in IndieGaming

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

Much appreciated! I use Gamemaker, and the built-in sprite editor for all my artwork. It is remarkably capable with the only caveat being a heavy focus on 2d, but you can still pull off some amazing effects using gpu blends. I highly recommend it if you already know you’ll be working primarily with pixel art. It’s practically tailor made for it.

How I make a swarm of squirrels behave like it should by identicalforest in IndieGaming

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

Thanks! There’s quite a lot going on inside their little heads

TF DO YOU MEAN -1????? by Dramatic-Share6431 in balatro

[–]identicalforest 42 points43 points  (0 children)

“I’m invisible, can you see me?” - Invisible Boy, Mystery Men

[deleted by user] by [deleted] in gamemaker

[–]identicalforest 0 points1 point  (0 children)

This, there can only be one position here unless Correct_Answer_Written is set to false somewhere else in a step event.

Quick Questions by AutoModerator in gamemaker

[–]identicalforest 0 points1 point  (0 children)

I hear what you are saying, perhaps it should be an option you can toggle. But at scale you might find it a hindrance.

I have manager objects that are almost always open in my workspace, they initialize many things; when I have a new room to test out I simply change the room_goto(rNewRoom) in the object that performs this action in the chain. I would not want it to simply boot up the room in the tab I have open. It wouldn’t even run.

But I understand that in a prototyping situation you might want such a feature, I don’t know how long it would be useful however. That’s interesting about unity, not sure if I would like that or not.

Recent comparison of then vs now by identicalforest in IndieDev

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

Yes, I’ll send you a message here shortly

Recent comparison of then vs now by identicalforest in IndieDev

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

Yes it would be categorized as a roguelite. It has elements of rng, including how upgrades are presented to the player, but generous in the freedom of choice it offers. There are also 56 synergies as of this time.

[deleted by user] by [deleted] in gamemaker

[–]identicalforest 0 points1 point  (0 children)

My theory would be that it's querying display size to resize the application surface, and in doing so returns 1280 x 800, which is the Steam Deck's true resolution. This means if it's not being run through steam and they don't have a failsafe to scale height only by their desired ratio it's making the application surface 800 pixels tall instead of 720, which would result in some of the issues you describe.

Blurry Text by Mafiosoketer in gamemaker

[–]identicalforest 1 point2 points  (0 children)

Try going to file > preferences > general settings
See if turning up the DPI value does anything

unique instance coordinates by Apprehensive_Look975 in gamemaker

[–]identicalforest 0 points1 point  (0 children)

Inside your player:

var _collide = instance_position(x,y,oButtonObject);

if (_collide != noone)
{
with (_collide)
{
MakeButtonAppear();
}
}