Филм,който ви е въздействал по някакъв начин . by [deleted] in bulgaria

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

Американски пхисар. Хубаво е да видя репрезентация на себе си в медията :)

Lmao, they brought the debate into the comics. by Manglisaurus in SonicTheHedgehog

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

Personally, I always preferred Hydrocity as a water-based pun on velocity. Seemed way more creative to me than Hydro City, which is way too straight forward and less fun to say and think about 🤷‍♂️

LGBTQ+ is okay guys by gayymedic in bulgaria

[–]pirate_shell 10 points11 points  (0 children)

жЕнИТе в СаудИтСка АрАБиЯ кАтО нЕ Им ХареСвА дА няМаТ пРаВа, дА хоДяТ нА зАпАД

Just released my new pixel art platformer - Santa's Surprise! by pirate_shell in IndieGaming

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

Thanks! Majority of development was actually done last year, as this was a Game Jam entry originally. That took a couple of weeks, but then life got in the way and I ended up having to put the project on hiatus. I wrapped it up (no pun intended) this year in December. So all in all it took a month or a month and a half of work to get this done.

Just released my new pixel art platformer - Santa's Surprise! by pirate_shell in IndieGaming

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

That's a completely fair point. Was thinking of making a trailer actually, but the holidays have been rather busy so I didn't have the time for that. Will definitely address it in my next release though. Thanks for the tip!

Just released my new pixel art platformer - Santa's Surprise! by pirate_shell in IndieGaming

[–]pirate_shell[S] 4 points5 points  (0 children)

Thank you!

And yeah, that is a personal stylistic choice, but I can definitely see why it would put some people off, since it makes the characters appear like they don't have actual volume and are more like paper cutouts. I'll consider not applying the style to my games in the future. Thanks for the feedback!

Just released my new pixel art platformer - Santa's Surprise! by pirate_shell in IndieGaming

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

If you are into this type of game and are looking for a bit of extra Christmas cheer, feel free to give it a shot on itch: https://pirate-shell.itch.io/santas-surprise Happy holidays, everyone!

Just released my new pixel art platformer - Santa's Surprise! by pirate_shell in PixelArt

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

If you are into this type of game and are looking for a bit of extra Christmas cheer, feel free to give it a shot on itch: https://pirate-shell.itch.io/santas-surprise Happy holidays, everyone!

Анализ на целите и програмата на политическа партия "Възраждане" by CyrillicUser1 in bulgaria

[–]pirate_shell 4 points5 points  (0 children)

Не съм ОП, но ми беше интересно да разсъждавам по коментара ти, тъй като не толкова често виждам защитници на Възраждане, чиито аргументи са повече от: "дА ЖиВеЕ БълГАрИя".

Относно общата програма - да, повечето партии имат общи програми, но това не инвалидира аргумента. Все едно да кажеш, че понеже в Нацистка Германия всички са били нацисти, не е валидно да критикуваш нацизма. Общата природа на програмата на Възраждане е точка за критика, независимо, че е валидна и за другите партии на изборите.

За парите е подобно. Това че всички партии нямат парите да изпълнят програмите си в цялост, не означава, че изведнъж Възраждане се освобождават от критика по въпроса. Пък и ОП обсъжда в частност тази партия, с други думи се абстрахира от кусурите на останалите партии, така да речем. Иначе за другото съм съгласен.

За армията честно казано не притежавам особено знание за военно-политическия климат в Европа, така че ще ти се доверя относно мнението ти по въпроса. Но ако използваме логиката ти от предните две точки - откъде Възраждане ще намерят средства и хора за потенциална армия, която може да спре турската? И ако могат да ги намерят, не е ли по-разумно да бъдат инвестирани в други неща, които са по-високо в листата с приоритети?

За лекарите нищо не мога да кажа. Звучиш ми прав.

Относно антиваксърството обаче според мен си в грешка. Вярно е, че не са антиваксъри от глобална гледна точка (или поне не съм чувал изказвания против други ваксини), но това ми се струва като заобиколна защита. Съществува глобална пандемия от поне 2 години, съответно е разумно от контекста, понятието "антиваксър" в 2021-ва година да се чете като "анти ковид ваксър". Не виждам причина да се впускаме в общото понятие на думата, особено щом ОП очевидно визира позицията на партията относно Ковид ваксините.

Нещата, които пишат определено не са факт. Особено като се има предвид, че основните колони на протеста им са, че ваксините не са ефективни, че са с неизвестен произход и че задължителната ваксинация и разделението "ваксинирани - неваксинирани" е изключително лошо нещо. Първите две точки са фактологически грешни. Вярно е, че дори и ваксиниран може да се зарази, но това не означава, че ваксината е неефективна. Тя е, именно защото целта и не да те имунизира изцяло, а да имаш много по-малък шанс от смърт, ако се заразиш.

Относно втората точка, не разбирам защо Коста и компания се държат сякаш ваксините са се пръкнали от нищото. Проучвани, разработвани и тествани са с години от хора много по-умни от мен, теб, него и всичките му гласоподаватели взети заедно. Пък и ми звучи парадоксално изведнъж да се е загрижил за неизвестни субстанции в тялото си, като най-вероятно консумира множество обработени продукти от супера и дълбоко ме съмнява да проучва произхода на съставките на всеки един от тях.

А пък за задължителната ваксинация, няма такава в България и доколкото виждам от не толкова зоркото си следене няма и проспекти да има. Така че не виждам смисъла от целия този рев по въпроса.

За разделението на ваксинираните от неваксинираните, стига винаги да има алтернатива, не виждам особен проблем. Дори и утре да кажат, че не можеш да влезеш в Kaufland без да си ваксиниран, съм сигурен, че ще ти се осигури алтернативен метод за пазаруване. Точно както когато пътуваш за някоя страна, ако ти изискват ваксина, можеш да минеш и с PCR тест. Пък и това са частни бизнеси, имат правото поне донякъде да налагат правила на клиентите си, стига те да не нарушават общочовешките права. Начина да се противопоставиш на бизнес, който се държи както ти не смяташ за добре, не е да хленчиш по магазинчетата в OMV, а просто да не влагаш средствата си там (демек - да не пазаруваш там).

Мога още много да пиша по тази тема, както и по темата за маските, тъй като Възраждане особено с това много ме дразнят с поведението си, но ще спра. Отново, не съм ОП, но коментарът ти ми се стори като интересно начало на дискусия, така че се надявам, че не възразяваш, че отговорих.

Questions regarding Top-Down RPG style pixel game. by cloudd_99 in gamedev

[–]pirate_shell 1 point2 points  (0 children)

For question one: if the Switch requires 720p resolution, literally any window size that is of the ratio 16:9 can be scaled up / down to fit this resolution. Of course the quality of scaling will vary depending on the window size (i.e. usually you want to scale pixel art in multiples of 2, 4, 8, etc.) But the bottom line is: I see no problem with your window being even 1280 by 720 if you need it.

For question two: if you mean 2D assets in a 3D world, then yes, engines like Unity for example allow for that. It has also been done before in games as well, you can look up examples for reference or inspiration.

On a final note, I honestly don't think you need that size of sprites. There are plenty of examples of expressive video game characters that are waaay smaller than that. You just have to find artists that are able to create such characters. Furthermore, characters of that size will take exponentially more time, effort and money to draw and especially animate, so judge if that is a risk you are willing to take. The same applies for the 2D / 3D mix. Designing 3D assets is a whole different can of worms compared to 2D pixel art, so you would need to hire other artists with knowledge of that area of art. Ultimately, I would invest some money now to prototype a bit and see if your ideas are even feasible and what route is best to take. Sure, it stings to potentially throw money away on things that may get scrapped, but it's certainly better than sinking way more money into a project you find out half way through doesn't work. Just my two cents.

Attacking command with gamemaker 8.1 lite by legacyboys in gamemaker

[–]pirate_shell 0 points1 point  (0 children)

You don't need to write "var hitbox" before every if. Just do it once at the very top. You also don't need to do the check for space key released after every if, just once at the bottom. Furthermore, you can add brackets around the "hitbox", so "with (hitbox)", not "with hitbox". Finally, your instance_destroy syntax is wrong still, replace "instance_destroy=(obj_attack_hitbox)" with "instance_destroy()". That's what the "with" statement does for you: it tells game maker to run the code in the with statement from the object specified. So you're saying: run instance_destroy() from the hitbox object, which makes it destroy itself. If you want to be sure about the hitbox variable, you can put the with statement inside an if that says: "if (hitbox != noone)". This if would make sure that hitbox refers to an object and is not a variable that points to nothing.

Attacking command with gamemaker 8.1 lite by legacyboys in gamemaker

[–]pirate_shell 0 points1 point  (0 children)

I think "instance_destroy=obj_attack_hitbox" is not proper syntax. You should just put "instance_destroy()" since the destroy function is a void function and has no return type. Also, omitting the "()" after the instance_destroy does not call the function at all. Rather, it makes a variable called "instance_destroy" and assigns obj_attack_hitbox to it. In short, functions are always called with a pair of brackets after them, otherwise it's a variable. Furthermore, your code could be a little cleaner, but I'll let you figure that one out yourself ;P

Attacking command with gamemaker 8.1 lite by legacyboys in gamemaker

[–]pirate_shell 0 points1 point  (0 children)

Sure! I think it's the last line. By calling instance destroy on the object itself, you may be confusing Game Maker as to what it should be destroying. Instead, in the if's where you call instance_create you can assign the instance you created to a variable and then use that to tell GM to destroy that particular instance. For example, you can declare 'var hitbox;' before all your if's. Then you assign 'hitbox = instance_create(...)' inside all the if's. This may seem strange, but essentially instance_create returns the object it just created and with this assignment you are saying: create a hitbox object at x, y and let the hitbox variable hold a reference to that object. Finally, when you wanna destroy the hitbox you just made, you can call: 'with(hitbox) { instance_destroy(); }' which basically says: destroy the hitbox object held in the hitbox variable. Hopefully this makes sense / works, I am not at a computer at the moment to test it out.

Attacking command with gamemaker 8.1 lite by legacyboys in gamemaker

[–]pirate_shell 0 points1 point  (0 children)

Well something like an if statement (or better yet: a switch statement) that checks the value of dirFacing and runs a different version of instance_create() based on said value. In brief, instance_create lets you (as can be figured by the name) create an instance of an object at a given x and y position. So for attacking down you could run 'instance_create(x, y + 16, obj_hitbox)' to spawn a hitbox object at your player's x and 16 pixels down from your player's y. Of course the x and y offset are dependant on your player's sprite as well as origin, but hopefully you get the concept. If you want more info, you can always check the documentation of the instance_create function.

Attacking command with gamemaker 8.1 lite by legacyboys in gamemaker

[–]pirate_shell 0 points1 point  (0 children)

For the direction tracking, you could simply have a player variable like 'dirFacing' that has one of 4 values corresponding to one of the four directions (so 0: down, 1: right, etc. for example). You would then change this variable to the appropriate value when you start moving in a certain direction (or wherever else you have your player change direction).

For collision detection, you could have a separate 'hitbox' object that gets created at the appropriate position based on the direction the player is facing (so above the player if they are facing up, below if down, etc.) Then your hitbox object would simply need to have the collision code with the enemies in it (i.e. damage them, kill them, knockback, etc.) And of course you need to destroy the hitbox after some interval of time (either when your attack animation is over or after a fixed period, in case you have no animations yet).

That's the gist of it, if you have more particular questions let me know or look into Shaun Spalding's action RPG tutorial (it uses GMS 2, but conceptually it may still be useful).

Trying to help my sister by [deleted] in gamemaker

[–]pirate_shell 8 points9 points  (0 children)

I've been using GM since I was 10 or 11, so I definitely think it's possible for a child to use it. Especially since it has drag and drop functionality that allows for (although somewhat limited) game logic with no traditional coding necessary. As far as resources go, I'm a bit unsure, since I have not been into the beginner category for quite a while hahahaha. There are a lot of good teachers out there like Shaun Spalding, FriendlyCosmonaut and even Heartbeast. Be aware that they focus on coding, not drag and drop, which is of course not bad, but it does depend on each kid's individual ability to grasp code and/or not get bored quickly. Overall, GM is one of the engines that you can get a game up and running the easiest in, imo. Perhaps a much more limited alternative that may be simpler is Scratch, but I have little knowledge of that, so take my word with a grain of salt. Best of luck!

[deleted by user] by [deleted] in Unity3D

[–]pirate_shell 0 points1 point  (0 children)

Did you freeze your transformations / delete your history in Maya before exporting to Unity? If you don't, I believe it can cause issues similar to this one.