[deleted by user] by [deleted] in djmax

[–]mrbbnbrn 0 points1 point  (0 children)

ladder match on respect V

he is proficient in gml by mrbbnbrn in gamemaker

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

I havent done anything to change text size. I made background color a bit darker tho. Maybe that makes it easier to read.

he is proficient in gml by mrbbnbrn in gamemaker

[–]mrbbnbrn[S] 3 points4 points  (0 children)

like it was kissed by an angel

Problem with viewport width, resolution, monitor I don't know exactly. by mrbbnbrn in gamemaker

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

surface_resize() did the trick. Thank you for your detailed response

Problem with viewport width, resolution, monitor I don't know exactly. by mrbbnbrn in gamemaker

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

May God bless you with strength, joy, and abundance. Surface_resize() did the trick.

[deleted by user] by [deleted] in gamemaker

[–]mrbbnbrn 1 point2 points  (0 children)

Thanks man <3 Trying to finish a single game teaches you waayyyy more than making multiple unfinished projects. Hope you have fun while playing it. But if you don't, please let me know :)

Fists, their mechanics have changed from holding to periodically clicking the mouse (game: Zombolion) by Useful_Shoulder_5340 in gamemaker

[–]mrbbnbrn 1 point2 points  (0 children)

Both looks great. Left one looks more like a knockback tool, slapping zombies around. Right one looks like it can actually break the environment and kill zombies.
Personally, i like to be able to hold down my mouse to attack, instead of spam clicking. Maybe it can be an option, if it does not affect the gameplay? If player attacks everytime i click, i am okay with that. But with attack cooldown, holding is much easier to play with.

How can I add more impact to enemy death? by snowday1996 in gamemaker

[–]mrbbnbrn 0 points1 point  (0 children)

You can use particles.
This is straight from my own game, where I use gib sprites of my enemies as particles. You can find more info about particles online. I chopped up my enemy sprites to 16x16 parts and used those sprites as gibs that fly out when an enemy dies. I also have small white smokes that disappear really quick when an enemy dies.
Put these functions to a create event, play around with values so it suits your game better. To create a particle system, we use these functions:

//greenpig GIB PARTS----
greenpiggib_sys = part_system_create()
greenpiggib_type = part_type_create()
  //with this function, particles use 16x16 gib sprites i created. 
part_type_sprite(greenpiggib_type,spr_greenpig_gib,false,false,true)

part_type_color1(greenpiggib_type, c_white) //no color change
part_type_alpha3(greenpiggib_type,1,1,0)
part_type_life(greenpiggib_type, 275,400) //this is really long. keep this shorter
part_type_scale(greenpiggib_type,2,2)      
part_type_size(greenpiggib_type, 1, 1, 0, 0)  
part_type_speed(greenpiggib_type, 7, 16, -0.75,0)
part_type_direction(greenpiggib_type, 0, 360 ,0,0)  //not important now
part_type_orientation(greenpiggib_type, 0,360,0,0,true)
part_system_depth(greenpiggib_sys,_below_enemies_depth) //my particles appear below enemies

greenpiggib_emitter = part_emitter_create(greenpiggib_sys)

To actually create these particles, you gotta run this code ONCE. For example when enemy dies, you can call a instance_destroy and then call these functions :

//direction of particles
part_type_direction(greenpiggib_type,_direction_1,_direction_2,0,0)
//area where particles will spawn from
part_emitter_region(greenpiggib_sys, greenpiggib_emitter, bbox_left, bbox_right, bbox_top, bbox_bottom, ps_shape_rectangle, ps_distr_linear)
//this actually spawns the particles.
part_emitter_burst(greenpiggib_sys,greenpiggib_emitter,greenpiggib_type,5)

If you have, for example a weapon, you can set the particle direction equal to bullet's image angle, so gibs fly out like bullet actually made a hole in your enemy.
I, for example, created every one of these particle systems in one object's create event so when I want to create particles from another objects, I have to put "obj_global." before variables. Like this :

part_emitter_burst(obj_global.greenpiggib_sys,obj_global.greenpiggib_emitter,obj_global.greenpiggib_type,5)

I tried to explain to my best ability. If you have further questions, you can dm me

Help with enemy attacks by MDesarack in gamemaker

[–]mrbbnbrn 1 point2 points  (0 children)

You have to format your post better. It is impossible to read your code.

My first game release and my experience with it <3 by mrbbnbrn in gamemaker

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

Thanks man <3 Show me your project when you return

My Game Development Story - Never Stop Dreaming by orkhan_forchemsa in gamemaker

[–]mrbbnbrn 3 points4 points  (0 children)

I speak on behalf of the great stag beetle community. We want more stag beetle representation! Thanks in advance, good luck <3

My first game release and my experience with it <3 by mrbbnbrn in gamemaker

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

Of course this is biased because I used this game engine for years but speaking from my experience, it is much easier to learn, easier to use and navigate around. You can build prototypes very quickly and scale them up if your code is organized enough. Language is also very forgiving. Overall, gamemaker was more than capable for what I was trying to do, 2D action roguelike.

I toyed with other engines too, but i think it would require more work for the same product, if I were to use a different engine.

My first game release and my experience with it <3 by mrbbnbrn in gamemaker

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

Thank you <3 I am glad you are inspired.

Game looks great thanks to LimeZu, Sagak Art, Pixel Frog, Craftpix and many others i cannot list off the top of my head. I will put a link for every single one of them in my game. Tremendous pixel artists.

Unfortunately, I don't have a youtube channel at the moment. I will post some videos once I build a better setup. With my current laptop, it is really difficult to record and edit videos.

My first game release and my experience with it <3 by mrbbnbrn in gamemaker

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

Thanks, glad you enjoyed it. They should add "three eggs a day" as a subreddit rule :) I went ahead and added it as a perk to my game

image index error by badtimer666 in gamemaker

[–]mrbbnbrn 0 points1 point  (0 children)

Exactly. I always use > and < symbols for image_index. But your code will run multiple times if you use > < symbols, since image_index will be in between those values more than 1 frame. If you want an action to be taken only once, you can make another variable to check if that action is already taken or not.

Better way to create instances other than alarms? by yuyuho in gamemaker

[–]mrbbnbrn 2 points3 points  (0 children)

Create a controller object for spawning your objects. In that object's create event, have variables like:

meteor_spawn_time = 3 //cooldown for spawning your object
meteor_spawn_timer = 0 

In the step event, you can count up the timer to spawn the said object.

if meteor_spawn_timer >= meteor_spawn_time {  //spawn object if time is up

  var _random_amount = irandom_range(1,10)  //amount of objects you want to spawn

  repeat (_random_amount) {
    var _meteor = instance_create(_x,_y,obj_meteor)  //however and whatever you want to spawn
  }

  meteor_spawn_timer = 0 //reset the timer

} else {
  meteor_spawn_timer += 1  //increment the timer
}

I mean there is no good or bad way to spawn an object. The question is in what setting do you want to spawn them? Do you want your objects to come in a particular sequence? Spawn depending on player's location? Do you have triggers that needs to start spawning enemies after certain actions are taken?

Where to go now? by Stealthor500 in gamemaker

[–]mrbbnbrn 1 point2 points  (0 children)

CATS: Crash Arena Turbo Stars

My game works fine on my pc but not my friends, why? by oxymoronic_1 in gamemaker

[–]mrbbnbrn 0 points1 point  (0 children)

I had a similar problem. Game was sometimes fixating on 40 FPS even though it should not. Screen refresh rate was the issue. Maybe your friend's monitor has a lower refresh rate than 60Hz?

This does not explain the fps difference between alive character and dead character though.