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MonkeyMaw

Member Since 31 Mar 2012
Offline Last Active Today, 04:09 PM

Topics I've Started

Untitled Platformer

12 March 2013 - 04:47 PM

A few months ago I was working on a midpoint displacement algorithm. I’m actually just getting started in random generation and I feel that I’m starting to get the hang of it. Long story short, over these past few months I’ve been adding this or that to this engine that I’ve been working on. While it’s not much because my total time involved is about 8-10 hours, I decided to share it with you. It may be a little rough around the edges but bare with me. Anyhow, ignore the naked dude, the cheesy effects, and the lack of a visual jetpack even though the contol is in there. At this time you can’t really do much, but the world size is pretty large at the moment with plenty of caves to traverse. Check it out, let me know how it runs etc. Just to note, it is a side project, it's simply for fun at the moment.

Download the demo here. (5mb)

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Blind

16 November 2012 - 07:40 PM

Blind is a short and experimental game about a person who has fallen into a hole. Unsure whether you landed in a cave or some sort of labyrinth, your sole mission is to escape. The route is easy enough, but navigation is an entirely different problem.

 

1.3 (03-18-2013) - The actual game level has been tweaked to be a little less confusing. There were a few intersections where I expected the player to follow sounds. However, that wasn’t smart design on my part. It’s actually a bit hard to depict where some sounds are coming from at times. Since I know the map, it most likely affected the initial design. Almost all players’ have reported getting lost, but now it’s far more streamlined, and the chances of making it through the game have been increased. There were also a few engine modifications, but they were mainly for shrinking the package size. For example, the texture page size has been halved.


1.2 (01-06-2013) - Blind is now playable within your web browser if it supports the Web Audio API. This reason for this requirement is the use of positional audio emitters. Currently only Chrome and Safari have the support. Firefox is planning support, but I don’t have any further information at this time. If you attempt to run the game in a browser that does not support the API, it will inform you.

1.1 (11-21-2012) - Fixed an issue with the window_set_size() function. This function was responsible for crashes on the Windows XP operating system when the game started in full screen mode. The automatic full screen mode has been disabled, and the game now begins in windowed mode. You may toggle between windowed mode and full screen mode by pressing the F1 key.

1.0 (11-16-2012) - Released!

Play in HTML5 with Chrome!
Download from www.monkeymaw.com! (4.3mb)
 

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Zombomb

26 October 2012 - 05:52 PM

About: Zombomb is a simple arcade game that was inspired by a game called Crackpot on the Atari 2600. The goal is to prevent the zombies from reaching the top of the building by dropping bombs on them. There are some power-ups as well, which should help keep those blasted zombies at bay!

v1.1 (3-4-2013) - This update features many improvements. Some of the highlights are, a profile system, 20 achievements, a difficulty setting, a new power up system, two new music tracks, new graphics, gamepad support for Windows, and much more. For more information regarding this update click here.

v1.0 (10-26-2012) - Released!

Play in HTML5 with Chrome!
Download from www.monkeymaw.com! (11mb)

 

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HTML5 - Browser Selection

19 October 2012 - 02:25 PM

Hello everyone. I'm currently doing quite a bit of testing in GM:Studio for a new HTML5 game I am going to release soon. One thing that seems a bit cumbersome, is having to manually change the browser I want to use in the Web Server tab. I am suggesting a drop down browser selector for HTML5 developers. I propose that it may only be shown if the target is HTML5. Maybe we could set or add browsers via the Web Server tab? Anyhow, I've prepared an image to show what I've got in mind.

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Studio Woes

25 September 2012 - 05:23 PM

I'll explain my problems before my question. First, I am developing a HTML5 game. I had a few placeholder sounds and effects. For example, I had a temporary music resource named 'Sn_Music'. Now that I'm getting closer to release, I loaded up a new music track but I left it named 'Sn_Music'. This broke my game badly. I now get no audio at all. If I reload the files every time I open GMS, then they work, but only until I close GMS. Chrome is spitting out a few errors as well. Here they are.

// Uncaught TypeError: Value is not of type AudioBuffer
// Uncaught Error: SYNTAX_ERR: DOM Exception 12


There are two functions I am using to play sounds and music. Here is the exact code I am using.
audio_play_music(Sn_Music,1);
audio_play_sound(Sn_Explode,0,0);

I did try clearing my cache, clearing the temp folder, and using the Windows runner as a test. When I ran it in Windows, the sounds play but the music does not. I also tried debugging in HTML5. That failed because I can't read the debug info, it's off the bottom of the page and I can't scroll down. I also opened the music file and the sound effects in Windows Media Player just to test the files themselves. They work exactly as they are supposed to. Anyhow, I know you'll say submit a bug report and I will, I'd like to take a crack at a few solutions first though.

My true question is, can the GMS project file become corrupt just by loading new resources that have the same name but are actually different files? Does GMS store game information somewhere other than local temp folder, maybe in the registry? I feel like I can fix this. I just wish I knew where to look.

EDIT: Fixed! Seems the solution is rather simple. I was setting my (.mp3) bit rate to 128, which is fine. I was setting and my (.ogg) bit rate to 50 and that was indeed a problem. After changing the (.ogg) bit rate to 25, everything works again.