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This all started in August 2018, when I bought Platform Builder. I was a bit deceived by the example file. And I wanted to make a game that would truly demonstrate PB capacities. Yeah, this was Matt Adventure original purpose. But when PB moved to Steam, I struggled at validating the redeem key, and then I forgot PB. I could have been just a temporary passion, but 1 year later, I finally entered the Steam Key, and decided to work again on the project. And I seen that many people on the forum were disappointed that the game was dead. And now, the game development goes pretty well.
I don't know when the full game will be out, but I plan to release a short demo for March 2019.
•Is the game really supposed to promote Platform Builder ?
Well, not anymore, because TingThing never authorized this game to be advertising for Platform Builder. But if it gets people to play PB, I'd be very happy!
•The graphics are very different from Platform Builder usual stuff !
Yeah, it is intended to be nes-stylized graphics. Like Shovel Knight, it will use the real nes color palette, but it will have a bigger resolution than nes games.
•Sounds like The Adventure of Super Mike 1.
Because originally, it was intended to be the same type of game as ASM ! With Mario-like gameplay and many levels ! Altought, the new Matt Adventure will have more linear levels, and not-so-mario physics. I choosed to change physics because during my inactivity period, I played some excellent non-mario platformers: The Messenger, Shovel Knight and Megaman 11. So I wanted to make a platformer that plays more like Megaman than Mario. Altought it will have still many Mario mechanics, like item blocks, stomp attack, and power-ups !
•What will be the business model of the game ?
It will NOT be free, altought it won't be too expensive, around 4.99$. Like a normal game.
•What platforms the game will be available on ?
Windows of course, also I consider to make Mac and Ubuntu ports. I don't consider to make a Switch port because of the license cost. Altought if I get the money (800$) I will consider to make a Switch port.
•Will the demo be on explore section ?
Sadly no. Only on exe.

August 17, 2018, 05:35:44 PM
Platform Builder Cursed Images

August 23, 2019, 03:34:22 PM
Re: About the Suggestions Page This topic has just got 1k views. Cheers!
January 20, 2020, 11:27:19 AM
Re: Codename Simple
Hello everybody! Nice day we have! Today I want to announce an upcoming project:

Shoutouts to Simpleflips

April 27, 2020, 04:47:19 PM
Re: Updated Website

September 01, 2020, 03:15:50 PM
Re: New CGM Song (I promise this isn't junk) Already watched it like 2 weeks ago, but still a very nice.
Also 2way games sounds like an actually good studio name, far better than the "[insert name here] games" we see everywhere here. Id say its even better than my "Doriyah Studios".

September 23, 2020, 04:09:16 PM
Soft freeze command Since the 6.1 version, there is a freeze command that allows to freeze the game. However, when it's applied, no commands can be applied, so this command is useless. So I think that an important command to add would be a soft freeze command, which would be much more useful since it allows for custom pause menu using hud and player button commands.
What is paused? Entity movement and entity animations, but also some other stuff (something that should be pretty obvious, im not mentioning them because of my lack of time).
What isn't paused? Commands (ex: player commands that would be used for pause menu controls, as specified earlier) and hud animations (which I will come over in the pause menu section). However, if commands affecting entities are executed, their effects will be applied but will be visually reflected at the next frame.
How would it allow making a pause menu? Since the hud sprites are not paused, we can use them for the pause menu. For the option menu, we can use player events on the character (when pressing up scroll up) and values for the selection id, etc.
How to prevent other events from unpaused mode to trigger? Just use a value "is paused" and do a value check at every of you events. Simple as that. (note: TingThing could also add a soft freeze check command to optimize more stuff and free a value name but thats not needed)
Anything else??? No I recognize I explain stuff badly but I don't have much time rn

September 24, 2020, 02:30:42 PM
More ingame settings controls Commands to change settings like sound, screensize, and controls, so we don't need any additions to the premade title screen and we can make real title screens using levels.
Code: [Select]
gamevolume = 17 (in %)
screensize = 1/1.25/1.5/full
value = lastkeypressed p1keyboard/p2keyboard/p1gamepad/p2gamepad (just a thing to set a value to the id of the last button pressed, you can also add p1keyboard, etc... after to limit it to a specific peripherical)
setkey p1keyboard/p2keyboard/p1gamepad/p2gamepad up/down/left/right/jump/attack/pick/use = value (what to do after the last command)
This could also be used for pause menu but we would need the soft freeze command that I discussed in my soft freeze thread.

September 24, 2020, 02:38:05 PM
Re: Version 8.2
it starts with a Y.

September 28, 2020, 06:25:02 PM
How to fix wall tech Everyone knows that it's possible to enter walls and this need to be fixed. I just found out the problem why you can enter walls: It's due to the bad mirroring of the player hitbox. The vertical axis that defines the mirroring of the hitbox is not at the center of the hitbox. Below a gif that should be pretty self explanatory (character hitbox is in blue, and the mirror axis is green)

And here's the glitch in action (yellow is the wall)

We have just to center the mirror axis to fix this (of course, the difference is smaller irl, probably 1-3 pixels).

September 28, 2020, 06:44:18 PM