Anyone have the slightest idea of how this might be done in studio? Found a few old examples, but studio couldn't hang. Any support would be greatly appreciated!
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Criminon
Member Since 02 Aug 2011Offline Last Active Apr 22 2013 09:43 PM
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- Group GMC Member
- Active Posts 155
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- Member Title Final Element
- Age 24 years old
- Birthday March 16, 1989
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Gender
Male
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Location
California
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Version
GM:Studio
Topics I've Started
Screen Pixelate Room Transition In Gm Studio
20 March 2013 - 09:38 AM
Slot Filled.
15 December 2012 - 04:51 AM
Final Element
13 December 2012 - 07:12 AM

The world has been sucked into a black hole. Reality as we know it ceases to exist. As the days count down to the end of the earth, you learn through the non existence of reality you can harness the power of elements. You seek out other survivors while battling with more hostile survivors that were as lucky as you; gifted with their own unique powers.
Everything is 100% custom. The music, sprites, etc. I would like criticism on the overall artwork, and feel of the game. And of course any suggestions.
For more information, including screenshots, game design information, etc, click the link below.
Click Here for the KickStarter!
Screenshots:


Notes:
Added a seizure warning.
Added a title screen. Added a control screen. Added an inventory screen.
Added more music.
Added a dash system. You can only dash once you equip an element.
Added an element system based off of rarity. The rarer it is; the more damage it does. Will add different things with the elements. Fire- burn, Elec- stun, etc.
Added element drops all over the sandbox. These will normally be found off of enemies once they are destroyed. Only enemy bosses will have a chance to drop “perfect” elements. The perfect elements add a particle effect to your character. (already in the game. if you wish to see it, start the game, go into the building, collect all of them, and see if you found a perfect element. If you didn’t, hit “0” on the numpad, make sure numlock is on, and the game will restart. Just try again)
Revision:
Added intro cut scene. (Doesn't have sounds yet)
Added a starter element. Fire. (Primal)
Added new building tiles.
Added new particle effects for attacks. (each element has it's own graphic)
Added emotes.
Expanded the level.
Revision 2:
Garbage cans can now be beat up. (They have a chance at dropping health or elements)
Added destructible boulders.
Added health pickups.
Made the cut scene look a bit better.
Added new loading bar and icon.
Revision 3:
Made the game start off in windowed mode. I'll add some menu options later to set the size of the window, etc.
Revision 4:
centered the window.
added more to the cut scene.
Revision 5:
Added in a new type of attack based on element. (Down button) This will be changed to the attack 2, and I will make the kick attack the jump attack 1.
Not all things work with attack 2 yet.
Added in projectiles to the female enemy. She can be destroyed now. She deals damage.
Revision 6:
Added in new particles for all perfect elements. Added in a perfect giving artifact that gives all 5 perfect elements to your inventory for testing.
Reworked the new attack 3s. It's still the down button, just made it a bit better.
Added collision to the rocks at the end.
Changed the intro music for ****s.
Revision 7:
Changed the dimension of the screen and view. The player can now see a lot further.
Added a new type of enemy.
Added sound effects.
Fixed a few bugs.
Revision 8:
Fixed soooo many bugs.
Player sprites should no longer distort.
Added in the first boss. (demo is over when you kill him)
Added in a new enemy (Psychic)
Added in death. You can now die, but you don't die like you normally do in games. Instead, you are transferred to a different plane of existence to recover health before fighting again.
Revision 9:
Went on a bug slaying spree. There should be no bugs with the current code. Everything should work like it is supposed to. If you find one, even if it's a small one, please post on this forum.
Fixed collision. Fixed animation priority.
Added a running punch animation.
Psychic has better tracking.
Fixed hud animation error.
Fixed hud displaying when it shouldn't.
Fixed a bug where pressing enter too many times on the start screens would cause an indefinite wait on continuing.
Fixed falling through the ground.
Fixed attacking while moving.
There are more, but damn.
Revision 10:
Added in an option to change controls.
Added enemies into the semi reality zone.
Added in a level select past the starter level. each portal takes you to level 2 currently. This will be changed as I add more levels.
Added in 2 new enemies. Added in level 2 music. (its a bit loud right now)
Made semi reality levels random (currently there are only 2)
Controls:
Q: dash left
E: dash right
W: enter room
A: move left
D: move right
Left Arrow: Attack1
Right Arrow: Attack2
Down Arrow: Attack3
Enter: Inventory Screen
Download:
A lot of stuff still isn't perfect, but in place of those new things that are broken, we offer a lot more features for the demo. With that being said, we did fix a lot of important bugs, and I think it's overall in a way better state now.
The demo is still only the beginning level, and I suggest you play through it a few times. You might be surprised to find that things are a bit different. (New doors might appear, new semi reality levels might appear, doors might lead to different rooms)
I'll try to go over a list of changes:
Inventory has been increased, but 9 of them are locked.
Jump dash! Yes, you have a friggin' jump dash.
Air jump: For those of you who didn't know, Bebop has always been able to air dash, but I just want to point it out.
The new element level system is in place. Each time you kill an enemy, the element that you use gets stronger. If you kill 10 enemies, it levels up and you get a new ability. (currently only 3 levels have been entered into the demo) The combo system uses it's own resource.
Element level 1: You gain your special attack using the down button.
Element level 2: You gain your first combo (punch, punch, punch, kick)
Element level 3: You gain your second combo (jump, kick,punch,down)
Enemies have been completely revamped. You probably won't notice a change, but the new enemy engine will allow us to add enemies a lot easier now.
New camera system: Thanks to Tim, the camera system looks awesome.
New hit animations: You now get stunned when hit, you also bleed black and white pixels.
Trash man! The end boss for the intro level has also been completely re-coded. Currently the camera shake is disabled for the demo, but we will get it back in ASAP!
Parallax scrolling! While this isn't on all levels yet, it's just a bit of flavor Tim and I both agreed needed to be in by this demo.
A few backgrounds, textures, etc have been updated. Still not looking the way I want them to, but it's a step in the right direction. Need to wait on the artists before it starts looking professional.
Some new hud elements have been added in, along with my fantastic voice yelling READY! at the beginning of each level.
Element hot swapping with the up key has been temporarily disabled for this demo.
Junk blocks on the conveyor belt are a bit buggy right now. Just hang in there, haha.
Download Link: http://www.mediafire.com/?ovor539bkj74byj
Remember! This is still an alpha demo, just about everything will change, however this gives you a good idea of what to expect!
Having a hard time with platforms and jumping.
09 December 2012 - 06:58 AM
The file is incredibly small (368.81kb). I'm just trying to work out the physics, and I'm having a hard time with it. This is the first platformer I've made, although I'm not new to game maker what so ever.
For some reason the player is failing to land correctly on the platforms. Instead, he goes 1 pixel through them, then is unable to jump again. I'm not really sure why this is.
The controls are:
A =Left
D =Right
Space =Jump
Thanks so much to whoever looks over this. I really do appreciate it. I'm sure this is a simple problem fix for those of you who have worked with platformers. Regardless, thanks again for taking the time to look!
(Please do not steal my sprites or music, I know they aren't great, but yeah)
Can someone look over my code please?
27 November 2012 - 02:16 AM
While player 2 is holding down and left, he can not fire. However, player 1 can. (same code)
While player 1 and player 2 are holding left, player 2 can not fire. Player 1 can.
While player 1 is holding up and left while player 2 is, player 1 can not fire.
ONLY when these things are happening, does this code not work. The projectiles
fire as they should otherwise.
I'm at a loss, so I came to you guys. Any help would be most appreciated!
Some things to note: While checking the debug menu, the player cds (cooldowns) aren't popping when that combination of buttons are pressed and the fire button is pressed. They just do not spawn the object at all. (I checked to see if instances were there)
I figured this might just be a step error, so I tried placing the code in every step. (begin, step, and end)
This is in the begin step.
if (keyboard_check(space)) && cd=false && cd2=false{
attack =instance_create(spawnx,spawny,obj_projectile);
cd=true
cd2=true
alarm[0]=10
if playernumber=1{
with attack{
sprite = global.person[global.player1,1]
p=1}
if global.p1_up=true && global.p1_upright=false && global.p1_upleft=false{
attack.dir =1}
if global.p1_down=true && global.p1_downright=false && global.p1_downleft=false{
attack.dir =2}
if global.p1_left=true && global.p1_downleft=false && global.p1_upleft=false{
attack.dir =3}
if global.p1_right=true && global.p1_downright=false && global.p1_upright=false{
attack.dir =4}
if global.p1_upleft=true{
attack.dir =5}
if global.p1_upright=true{
attack.dir =6}
if global.p1_downleft=true{
attack.dir =7}
if global.p1_downright=true{
attack.dir =8}
}
if playernumber=2{
with attack{
sprite = global.person[global.player2,1]
p=2}
if global.p2_up=true && global.p2_upright=false && global.p2_upleft=false{
attack.dir =1}
if global.p2_down=true && global.p2_downright=false && global.p2_downleft=false{
attack.dir =2}
if global.p2_left=true && global.p2_downleft=false && global.p2_upleft=false{
attack.dir =3}
if global.p2_right=true && global.p2_downright=false && global.p2_upright=false{
attack.dir =4}
if global.p2_upleft=true{
attack.dir =5}
if global.p2_upright=true{
attack.dir =6}
if global.p2_downleft=true{
attack.dir =7}
if global.p2_downright=true{
attack.dir =8}
}
}
if (keyboard_check_released(space)){
cd=false}
This is in the step.
if playernumber=1{
stun=global.p1_stun
playerspeed=global.p1_speed
person=global.player1
left=global.control_left
right=global.control_right
up=global.control_up
down=global.control_down
space=global.control_space
special=global.control_special
}
if playernumber=2{
stun=global.p2_stun
playerspeed=global.p2_speed
person=global.player2
left=global.control_left2
right=global.control_right2
up=global.control_up2
down=global.control_down2
space=global.control_space2
special=global.control_special2
}
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