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Piemaniac

Member Since 14 Aug 2005
Offline Last Active Feb 05 2013 03:51 AM

Topics I've Started

Rotary

21 October 2012 - 08:37 AM

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Hi all! With super thanks to Dangerous_Dave for his advice and app distribution, I'm happy to announce that my game has been released for Android!

About the Game
Rotary features photography-based rotational puzzles made up of concentric rings. To solve each puzzle, rotate and flip the rings to their correct orientation. Throughout the game you will unlock more photos and progressively harder levels of difficulty. It's a quick, fun puzzler that can be picked up and put down on the fly.

Screenshots
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Additional Info
A lot of testing and refining has gone into this project, but since this is 1.0.0 obviously there will be some changes in the coming future. If you enjoy time-killers, definitely give this a spin and let me know what you think (and if you're feeling really generous, leave a review on the app page!).

Download it for FREE!
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Accurate timer?

29 September 2012 - 08:29 AM

Is there a method for keeping accurate time in GM:S? When players complete puzzles in my game, I would like to display the solve time. I've been using get_timer() however I'm finding it doesn't count very accurately in Windows or Android (waayy off in the latter). Obviously I can't use any DLLs or anything.

Here is the code I'm using, which stores the total game running time and subtracts it from the current puzzle time to read out at 0 every time it is reset:
//create event
seconds = 0
previous = 0

//step event (while puzzle is not solved yet)
seconds = ( get_timer() - previous ) / 1000000

//(reset)
seconds = 0
previous = get_timer()
I was thinking maybe of incorporating delta_time into the equation however I'm aware that it currently returns incorrect numbers (an already reported bug). Whether or not that becomes fixed in the foreseeable future, am I just using bad code here?

Any advice on this would be really helpful, because the timer thing is not essential to my game however it would be nice to keep.

Need a smooth, funky jam!

23 September 2012 - 08:46 AM

Hi.

I've been working for a few months on a puzzle game called Rotary and it's starting to shape up for an Android release in the near future. I've been communicating with a composer who I've worked with before, however he is very busy and I'm getting the feeling I should start looking for someone else to help me with this.

Basically what I need is an original instrumental composition of about 1:30-2:00 length, loopable. The style should be in the soul/funk/jazz vein very similar to Runnin' by Edwin Starr. If you're able to make something that sounds similar, that would make me very happy!  :biggrin:

I'm not working on any particular deadline however the sooner we can get this done, the better. As for compensation, I would prefer someone who could do this pro bono, but it's negotiable. If this all sounds doable within a reasonable time frame please drop me a line! Thanks!

Blend_mode_ext Question

18 September 2012 - 05:53 AM

Hi friends.

I've tried for a while to wrap my head around draw_set_blendmode_ext (even looking at guides) but can't seem to accomplish what I want:

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I have a surface that starts out black, then I draw a white circle and a black circle on top to create a "ring" shape. Then I want to take a photo and blend it on top, so that it results in a ring with that part of the image drawn on it.

To explain further, the game draws a series of these concentric rings that split photos into circular puzzles. What I'm going for actually works with a simple bm_add if the ring image is inverted (black ring on white background) however it leaves a fair amount of white artifacts on the edges, and my game has a black background.

Maybe there is something simple I am missing here? Any help would be greatly appreciated! Thanks!

Language QA Needed!

15 August 2012 - 12:40 AM

Hi,

I'm working on a mobile puzzle game called Rotary (WIP topic). To reach a greater audience for the app I've recently added support for 5 languages (English, Español, Français, Deutsch, Italiano). I've worked the game's text strings through a few passes of Google Translate to try to get the best results possible, but realistically you can't trust it.

I need someone fluent in Español, Français, Deutsch and Italiano to look over my strings and make corrections where necessary. This is a basic Quality Assurance task that shouldn't take very long. Please PM me if you are willing to lend a hand. Thank you!  :biggrin: