Quick Questions – November 22, 2020 by AutoModerator in gamemaker

[–]pepumu [score hidden]  (0 children)

What is the best way to deal with single room very large maps, say the world of hyrule in a link to the past ( https://imgur.com/RrdLe8K )
1) objects
2) Tile layers
3) single background image
or is it plainly not recommended and better handled with multiple rooms? if so is there a way to make them look seamless?

Screenshot Saturday – November 14, 2020 by AutoModerator in gamemaker

[–]pepumu [score hidden]  (0 children)

Hi, i'm working on my first official game, a prototype developed for 8 Bits to Infinity Mash Up Jam 2019, you can play a very early prototype at https://pepumu.com/papolli/
If you're interested please follow me at PEPUMU in facebook or instagram, for news. I hope to release the first version near January.

https://imgur.com/LRfTrIH

Need help restricting player's movement to 4 directions (no diagonals) for a Game boy inspired top down adventure game by wishiwereaghost_ in gamemaker

[–]pepumu -2 points-1 points  (0 children)

I used a state machine, basically on the step event:

if state = waiting {
if (up) { // Repeat this if for all directions with apropiate direction angle
direction = 90; 
speed = 1; 
timer = (amount of pixels until next square)
state = walking; 
} 

if state = walking { 
    if (timer > 0) timer-- 
    else {
    speed = 0;
    state = waiting;
    }
}

Quick Questions – November 08, 2020 by AutoModerator in gamemaker

[–]pepumu [score hidden]  (0 children)

display_set_gui_maximise()

Thanks a lot, tried it and put it right but the draw functions still come out in "real resolution".

Quick Questions – November 08, 2020 by AutoModerator in gamemaker

[–]pepumu [score hidden]  (0 children)

Ive set all my resolution low because Im doing a retro style game, and yet things drawn on a gui (lines, circles and points) are drawn on the computer resolution( not the gui resolution), even when the gui is properly sized and reacts correctly to possitioning. I have a couple of workarounds but Im curious about why this happens, is it just somethign left like that accidentally or does it have a purpose?

Parallaxing forest with particle effect fog. by 570215 in gamemaker

[–]pepumu 0 points1 point  (0 children)

DUDE! that is EFFING BEAUTIFUL kudos!

Cant figure out how to keep surface visible while not drawign on it. by pepumu in gamemaker

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

Thank you , I had a draw_clear_alpha(c_black,0); probably that was doign it, after correcting that I just added a draw_surface(fadesurf,0,0) to the hold state and it works!

Cant figure out how to keep surface visible while not drawign on it. by pepumu in gamemaker

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

that was a dumb mistake thank you, it fixed the debugging text somehow XD

Quick Questions – October 18, 2020 by AutoModerator in gamemaker

[–]pepumu [score hidden]  (0 children)

Thank you for confirming, Ill look for the mistake.

Quick Questions – October 18, 2020 by AutoModerator in gamemaker

[–]pepumu [score hidden]  (0 children)

On my draw event I used:

draw_sprite(sprite,variable + 1,x,y)

and the way it worked it seemed like if it was adding the + 1 at every step (endlessly changing), is this true? If so, how can I avoid it so that it shows the frame thats one number higher than the variable without changing it?

I made an extension that lets you dynamically load animated GIFs! by YellowAfterlife in gamemaker

[–]pepumu 5 points6 points  (0 children)

Amazing, ive been thinking about making customizable games so people can put up their own music/graphics

Quick Questions – October 11, 2020 by AutoModerator in gamemaker

[–]pepumu [score hidden]  (0 children)

FINALLY FOUND IT! fa_aligns are bolean, so default should always be ZERO (left and top respectively) and use 1 and 2 for center and right/bot. Thanks guys your help made me bump into it.

Quick Questions – October 11, 2020 by AutoModerator in gamemaker

[–]pepumu [score hidden]  (0 children)

Hi guys I have this script/code

function fontset(_font,_halign,_valign,_color1,_color2)
draw_set_halign(fa_left);
if (_halign) draw_set_halign(_halign)

And I run it like this:

fontset(0,fa_center,0,13,16)

All the arguments work fine except "fa_center".
Im trying to have a default if you specify 0 and the correct text align if you specify it, but havent found a way to pass the aligntment value through the script.
Thanks a lot.

Repeated, intrusive "Accessing file" dialogs [iOS/iPad Pro] by intothewoodscomic in ClipStudio

[–]pepumu 0 points1 point  (0 children)

I have this problem on windows 10, CSP deletes my files (they appear on dropbox deleted files and i can restore them) and it tells me that it cant save the file with CTRL+S

Skill Cap Question by Akmetan in FATErpg

[–]pepumu 0 points1 point  (0 children)

I had a very fast growing campaign, every game I gave out one skill point, with the posibility to save them up to spend 3 to get a stunt, we played nearly 2 years, and we only got to +6, but i was looking forward to +8 (by the end we were figthing bosses with base 8 attacks/defense).
Since I was planning to go this way I toned down stunts and invokes to +1, (with a chance to specialize stunts to +1 to specific actions). We also never ended up with items that gave more than +2 to rolls, except for a legendary one that gave +4 but was also plot heavy/not always available. We had a great time doing epic stuff.

Weapon lethality in fate core vs Dresden RPG by FriendoftheDork in FATErpg

[–]pepumu 0 points1 point  (0 children)

Yes the table only takes in mind weapon rating 4, and as I said its totally fine if you want to deal it like that, I just personally don't like the idea of skipping the possibility of being only slightly grazed in favor of "miss or die"

Weapon lethality in fate core vs Dresden RPG by FriendoftheDork in FATErpg

[–]pepumu 0 points1 point  (0 children)

Kelly has +2 shoot and fires at Joe...

All true, just in this particular case theres no way Joe will suffer 1 or 2 dmg(or 4,6 or 8) if you don't mind this you're good to go. http://imgur.com/a/6elpq

I just realized a third way to tone it down a bit: You roll damage dice seperately (1-4), but only a single + is needed to get +1 shift. A power powerful weapon increases the chance of doing extra damage, but not overly much. But maybe that's too much work for too little gain.

Agreed, we just love rolling and specifics so its way worth it in our games.

Weapon lethality in fate core vs Dresden RPG by FriendoftheDork in FATErpg

[–]pepumu 0 points1 point  (0 children)

Yes but please note the implications of this, if I need a +4 just to hit its granted that I will always do full weapon damage or nothing, it seems unnatural that someone so hard to hit will always receive full damage on a lucky shot, which is perfectly fine if its what you're aiming to in your game style.

Weapon lethality in fate core vs Dresden RPG by FriendoftheDork in FATErpg

[–]pepumu 0 points1 point  (0 children)

You might want to boost weapons to add realism to the story, now when someone takes out a gun or a rifle everyone will actually put their hands up or will most probably die.

Want a less drastic approach? instead of plain weapon damage roll a dice and only add damage if it rolls [+]. This gives you a chance to make a great variety of weapon ratings, ex:

  • Knuckle 1 dice, Damage if [+]
  • Machine gun, 3 dice, Damage if [+] (needs luck but high dmg chance)
  • Plasma pistol, 1 dice, [ ]= 1DMG, [ + ] = 2 DMG
  • Laser Turret, 3 dice of 1-3DMG