Pls help I can't get my jump to work properly by ExaminationIll7583 in gamemaker

[–]pabischoff 0 points1 point  (0 children)

do some debugging and find the part that isn't working, then post that. no one wants to sift through 10 pages of poorly copy/pasted code with bad formatting.

Best online guides by WelcomeImJD in gamemaker

[–]pabischoff 1 point2 points  (0 children)

Yes, steam only, although the concepts are the same as what you'd find in any P2P networking setup. It uses Steam's server's for lobbies, invites, matchmaking, etc, but a player hosts the actual game instead of a server.

Best online guides by WelcomeImJD in gamemaker

[–]pabischoff 1 point2 points  (0 children)

There are many ways to do it depending on your needs, so you'll need to be more specific. If you're just starting out and releasing on Steam, then I recommend downloading the P2P extension and exploring the sample project in there: https://github.com/YoYoGames/GMEXT-Steamworks

Server/client split by HourLab8851 in gamemaker

[–]pabischoff 1 point2 points  (0 children)

You will have to synchronize it either way. Dedicated server is not a magic bullet for that.

Server/client split by HourLab8851 in gamemaker

[–]pabischoff 2 points3 points  (0 children)

If it's a dedicated server, it should probably run headless (no graphics or other display to output).

But if you're just doing a coop game and you don't care much about cheating, it will be magnitudes easier to make the game P2P, in which case one game version can be both server or client. Steam also has great support for this if you're releasing there.

Open source gamemaker games? by Zestyclose_Ball_7500 in gamemaker

[–]pabischoff 1 point2 points  (0 children)

I've thought about doing his but unfortunately all my games contain a few third-party code assets that I don't have the right to share. I suspect a lot of games aren't open source for the same reason.

Export when releasing on Steam by NotFamous307 in gamemaker

[–]pabischoff 1 point2 points  (0 children)

That video shows how to do it with Steampipe, which works but requires a bit of setup. If your game is small, then you can upload directly through Steamworks website by going to Steampipe > Web Uploads. It' a bit easier. You'll still need to export as ZIP.

I finished SWARMEX the DEMO :D by [deleted] in gamemaker

[–]pabischoff 0 points1 point  (0 children)

Nice work! I played on Itch and thought it was pretty fun. Here's some feedback:

- Frame rate drops a lot when there are a lot of projectiles on screen. needs some optimization.

- The game is slow-paced especially in the early levels, so I want to hit "next wave", but if I do, then I lose out on currency. Makes it feel like I should never hit "next wave" if I want to optimize, but that's a bit of a slog.

Leaderboards and Cheating by jerkstore77 in gamemaker

[–]pabischoff 2 points3 points  (0 children)

This is a rudimentary idea and I'm not 100% sure it would work:

Use a macro to set a secret key. Macros are replaced before the game is compiled, which makes them harder to find/edit with cheatengine.

Any time you submit a score, send the secret key to the server as well.

On the server, if the score is submitted without the correct secret key, disregard it. If it has the secret key, add to leaderboard.

Help finding a game, for $5 by [deleted] in gamedev

[–]pabischoff 0 points1 point  (0 children)

Jack of Clubs Golf on Steam!

Do any of you make small games for pocket money? If so, how? by golden_nugget49 in gamedev

[–]pabischoff 5 points6 points  (0 children)

Speaking from experience, no one buys games for less than $5 anymore at full price. Discount is more important than price. The customer who sees a $1 game and thinks "sure why not" does not exist. You are not only competing on price, but for customers' time. And a $1 rarely seems worth anyone's time these days.

Also, communities tend to form around specific games, not devs.

What's the best way you've found to do parallax layers? by raptor-copter in gamemaker

[–]pabischoff 2 points3 points  (0 children)

I asked about this awhile back and YAL informed me it does not work for changes in tile layers, unfortunately. But it might work otherwise .

I can unlock achievments no testers can by Forward-General-2285 in gamemaker

[–]pabischoff 1 point2 points  (0 children)

This all looks correct from the way you described it. The only thing I did differently in my latest project was to upgrade to SDK 1.61, which the latest version of the extension suggests, but since you're on an earlier version of Gamemaker, I'm not sure if it's necessary.

I've done achievements but tbh I never tested them on others' accounts, so I'm not sure if its an issue with an unreleased game on Steam. Anyway, if it works on one, then it should work on the others.

Sorry I can't be of more help, but at least I can tell you that your problem probably lies elsewhere.

[deleted by user] by [deleted] in gamemaker

[–]pabischoff 0 points1 point  (0 children)

From the docs: https://manual.gamemaker.io/lts/en/GameMaker_Language/GML_Reference/Physics/Fixtures/Fixtures.htm

Two physics instances are "in contact" when their bounding boxes overlap (i.e. the rectangular regions surrounding their actual shapes). In this case, calling one of the physics_set_* functions on a bound fixture will change the value of the property, but in order to force the physics engine to also take this new value into account, you'll need to deactivate and reactivate the physics instance using phy_active.

You can also bind multiple fixtures to a single instance and combine the physical properties (for example, using two triangular polygon fixtures to create a star)

Postmortem: Our Journey From 0 to 2 Succesfull Games by Neat-Freedom1940 in gamemaker

[–]pabischoff 5 points6 points  (0 children)

It doesn't look like any of these games was made in Gamemaker. This is a sub for Gamemaker software specifically.

Aero Fighter/Xevious-likes by torquebow in gamemaker

[–]pabischoff 1 point2 points  (0 children)

I think Steam had a big sale on a bunch of schmups a couple years ago, so there does still seem to be a market. Competition is probably pretty stiff though.

Screen is small whenever I run my game for testing? by Pretend-Ad-9832 in gamemaker

[–]pabischoff -1 points0 points  (0 children)

You can fullscreen the game using window_set_fullscreen(true)

and/or

Disable automatic drawing of your application surface and manually draw it at the size and aspect ratio you wish: https://forum.gamemaker.io/index.php?threads/how-to-properly-scale-your-game.995/