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creativebunch

Member Since 05 Nov 2008
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Posts I've Made

In Topic: Four Pixel!

16 March 2013 - 11:46 AM

This made me laugh at one point when it got too fast and I ran into him myself. I thoroughly enjoyed it.

In Topic: Slender2d

06 February 2013 - 07:22 AM

It's very well made.
There were just 2 things bothering me though.
Slendy has way too many tenticles, and you see them before the jumpscare sound effect so it kinda ruins the jumpscare. Maybe the longer you look at him the more they protrude?
And the flashlight physics were also very good except for this part:
<snip>

I still think its a great game, these are just some suggestions.
I wish you luck on getting it on Steam. :)/>/>/>

Yay, criticism!

There are a lot of things I'm not too happy about with Slendy and seeing the tentacles before seeing Slenderman was one of the first things I noticed. I will try to get the artist to design some new ones, otherwise I'll see if I can change them myself temporarily.

The flashlight was the very first thing I did when starting the game, and the way I programmed it was pretty terrible and made the cone part not match properly. However looking at your picture has given me an idea on how I could potentially fix it.

Thank you for the helpful pointers, I'm glad you enjoyed it!

In Topic: Slender2d

05 February 2013 - 10:48 AM

This is a really good slender 2d it was more scary than slender 3d i completed it at end there came day and i walked and suddenly slender came next to me and world went shaking then went dark and nothing happend only that breathing voice should it be like this?
game rating 20/10

(used headphones and in dark room)

Thanks for playing, and thanks for the strangely high rating (I never thought someone would enjoy it more than the original).

Yes that is how the ending should be, after it goes black it should exit the game. The ending is actually my favourite part of the game :]

In Topic: Custom Minimap

20 January 2013 - 11:47 AM

I found the source scripts for this and remembered that I had made the minimap_init function run on game start through the extension, so that's not part of the problem. With a very large amount of instances in the radius of the minimap area it will start to lag as it has to draw the blip for each instance. I'm not sure why it would slow down to a crawl over time. I will tinker with the scripts and see if I can figure out why it would do this, I will probably end up releasing the scripts for it some time soon anyway as I'm not doing anything with them.

As for the error, make sure you aren't calling minimap_update in the draw event as changing the draw target within the draw event can "cause serious problems with the projection and viewport."

The GameMaker manual also states that:

For reasons of speed, the surface is maintained in videomemory only. As a result, you might loose the surface when e.g. the screen resolution changes or the screensaver pops up.

Which would explain why you get that error after shutting your laptop. And I'm afraid there is nothing I can do to fix that.

I'm sorry for the problems, I hope we can get them sorted.

In Topic: Custom Minimap

18 January 2013 - 01:50 PM

Your mini-map is just outstanding! The only problem I came upon is when I exit a room and enter a new room with the mini-map, it crashes
<...>
I have removed the script that frees the memory used by the mini-map, but it causes massive lag when going into multiple rooms. Help please?

Sorry for the late reply, and thanks for the outstanding remark.

My guess is that you are calling minimap_init (and probably other minimap functions) at the start of each room in a player or controller object. If this is true, what is causing the lag is surfaces and structures being created at the start of every room with their indexes being stored in the global variables and the old ones lost causing a memory leak.

The error was most likely caused by calling minimap_free at the end of each room, destroying the minimap structures and surface.

The minimap variables are global and the initiating scripts only need to be called once at the beginning of the game (or if you need it again after freeing it with minimap_free).

minimap_free should be called only when you want to completely destroy the minimap, for example at the end of the game.


I hope this information fixes the problem. I will check the forums more frequently in case you need further help.