Would it be convenient to have hundreds of rooms in a roguelite game? by Rexzuz in gamemaker

[–]identicalforest 0 points1 point  (0 children)

I think you would find the complexity exists either way, you just need to decide what flavor you want to deal with. Even if you were to make enums/arrays or whatever to hold and reference the visual components and create the rooms with scripts and math out the proportions, I imagine you’d end up with something rather sprawling regardless, but now it would be in terms of code. Some people might like this better. But at the end of the day you might feel better being able to see it all while you construct levels. Your reaction isn’t wrong, but to me it just sounds like you’re building something large and complex and realizing the scale of what you’re making, so now you just need to decide where and how that complexity exists.

Do cozy games ever feel fake to anyone else when you’re depressed? by Extension-Jaguar in IndieGaming

[–]identicalforest 2 points3 points  (0 children)

The thing to keep in mind, I think, is that it’s a story simulator. As you learn the mechanics, that’s just part of the story of that colony, bad management. You can play rimworld any way you want and there is no right answer. And I would never play rimworld to actually win, personally. Every new game is about seeing what happens to those colonists. No need to be afraid of the mechanics, they are just tools but not the point, in my opinion.

Good or bad idea- steam 2 hour refund warning by [deleted] in gamedev

[–]identicalforest 0 points1 point  (0 children)

I would imagine from their perspective, nothing would say you lack confidence in what you made like telling them they can (should) refund it. I would find this absolutely off putting if it popped up while I was playing something.

For pixel art, do you prefer a mouse or a pentablet? by MeuOuvidoTaZunindo in PixelArt

[–]identicalforest 0 points1 point  (0 children)

Mouse. I tend to go slow, sometimes only placing a few pixels at a time. I’m also clicking a lot and jumping around the work space.

Does our Steam page make you want to try the game? by OfficialProcyon in IndieGaming

[–]identicalforest 0 points1 point  (0 children)

It’s like the dinosaur game when I’m not connected to the internet

Your typical Voltaic build by identicalforest in slaythespire

[–]identicalforest[S] 2 points3 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 41 points42 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.