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11clock

Member Since 31 Jul 2007
Offline Last Active Today, 01:03 AM

Topics I've Started

What Do You Want In An Action Rogue-Like?

13 May 2013 - 09:16 PM

I'm making a rogue-like where you have less than 20 minutes to complete it. It's action-based, meaning that it is not traditional turn-based format. It has a major focus on limited time and weapon variety. The game has minimal RPG elements, though there are still a few, to maintain its focus on the action gameplay.

 

I would like to hear from you guys what you would like to see in this type of game. I know that the game sounds a bit different from other rogue-likes due to its action focus, but it still has the basic elements that most rogue-likes nowadays share.

 

EDIT: For some reason I feel like that I've made this topic before, but I don't remember it. If someone discovers that I have made this topic in the past, please lock this one. Thanks.


[Solved]Explode Script Somehow Causing Error

12 May 2013 - 02:41 AM

My script is somehow creating an error in my game. I'm not sure what the cause of it is because Studio's error messages don't make much sense to me. GM8.1's error messages were so much easier to understand.

 

scr_enemy_explode

var obj;


obj=instance_create(x,y,obj_enemy_explode)
obj.att=argument0
obj.sz=argument1
obj.kb=argument2
obj.image_xscale=obj.sz
obj.image_yscale=obj.sz
with obj{
    part_type_shape(global.ps_explode,10)
    part_type_size(global.ps_explode,0.75*sz,1.25*sz,0,0)
    part_type_scale(global.ps_explode,1,1)
    part_type_orientation(global.ps_explode,0,359,0,0,0)
    part_type_direction(global.ps_explode,0,359,0,0)
    part_type_speed(global.ps_explode,0.50,1,0,0)
    part_type_gravity(global.ps_explode,0,270)
    part_type_color2(global.ps_explode,c_orange,c_yellow)
    part_type_alpha2(global.ps_explode,1,0)
    part_type_blend(global.ps_explode,0)
    part_type_life(global.ps_explode,30,30)
    part_particles_create(global.ps,x,y,global.ps_explode,20)
}

Error Message

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of  Step Event0
for object obj_bombman:


Push :: Execution Error - Variable Get -5.ps(100076, 0)
 at gml_Script_scr_enemy_explode (line 12) -     part_type_orientation(global.ps_explode,0,359,0,0,0)
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scr_enemy_explode (line 0)
called from - gml_Object_obj_bombman_Step_0 (line 10) - obj.image_xscale=obj.sz

Character Differences And Playstyles

11 May 2013 - 03:21 AM

My fast-pace action rogue-like is going to eventually have unlockable 'characters.' They are actually different outfits in my game. At the start of each run, you can pick which outfit you want to wear for the run. I would like each outfit to have a different play style. I need help, though. The full release of my game will have five different outfits. I have thought of four, but I can't think of a fifth one. Also, I would like to make each outfit unique. Here are the ones already planned.

 

Normal Suit: This is the basic suit. You have standard health, armor, and speed.

 

Fancy Suit: You have a lot more armor and you start with it at max. However, you move 25% slower, even when your armor loses all of its health. This suit is designed for the 'tank' play style.

 

Ninja Suit: You move 50% faster, but your health and armor receive a 30% cut. This suit is designed for speed runs.

 

Underwear: You are in your underwear.  Your health is cut by 80% and your armor is cut by 90%. You move 25% faster. This 'outfit' *cough* is for the daredevils.

 

I would like some help to come up with an outfit that is balanced with the others (except for Underwear, which is a gag more than anything). It also needs to have a different play style. I don't want any suits that alter attacking. Thanks!

 

And in case anyone is wondering, the main character is a scientist wearing shades.


Looking In Executable'S Folder Instead Of Appdata

29 April 2013 - 10:34 PM

With Game Maker 8.1, using files has the default of the same folder that the executable of the game is in. In Game Maker Studio, it instead uses the AppData directory. I do not like this at all. How do I get it to work like in 8.1?

 

This is the code that I'm wanting to work with.

 

 

 

var c;
c = 1
while (file_exists("snapshot" + string(c) + ".png")) c += 1
screen_save("snapshot" + string(c) + ".png")


Instance Deactivate Changes Ruined Code

13 April 2013 - 09:37 PM

So apparently YoYo Games made changes to the deactivate and reactivate functions. I relied on how they originally worked. Now everything is flickering for me, which shouldn't be the case. The interface, shadows, etc. all flicker on and off, when they were originally on all the time.

 

This is the code I use to keep things outside of the view deactivated, with several exceptions. It's in Begin Step event.

 

 

if alarm[0]<1{instance_deactivate_region(view_xview-64,view_yview-64,view_wview+128,view_hview+128,false,true)
instance_activate_region(view_xview-32,view_yview-32,view_wview+64,view_hview+64,true)}
instance_activate_object(obj_shadow_surface)
instance_activate_object(obj_interface1)
instance_activate_object(obj_overlay)
instance_activate_object(obj_proj)
instance_activate_object(obj_enemy_proj)
instance_activate_object(obj_boss)
instance_activate_object(obj_bossgate_blue)
instance_activate_object(obj_bossgate_red)
instance_activate_object(obj_damage_num) 

 

The objects that are flickering are obj_shadow_surface, obj_interface1, and obj_overlay. obj_shadow_surface controls the shadows, obj_interface1 draws information on the screen (health, coins, keys, timer, etc.), and obj_overlay adds a gradient effect over the screen for looks. The other objects don't flicker, or at least don't appear to. It's only the objects that draw things over the screen that flicker.