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Topics - Antikore

Pages: [1] 2 3 4 5 6 ... 36
1
Add this on your keyboard trigger cp of preference, if you only want to do it with a directional key, then add it into a loop or something

Code: [Select]
player 1 y + 4

2
Suggestions / Stats type variables
« on: August 29, 2021, 10:21:27 AM »
This would be useful for cleaning variable space and instead use an external txt file that can be modified using commands, so I can save wether the player collected certain items, how many enemies of certain kind has the player killed, without doing so much harm to RAM

3
This is a new thing, but basically this crash appeared when accessing 1-1
Code: [Select]
___________________________________________
############################################################################################
ERROR in
action number 1
of <Unknown Event>
for object obj_timeline:

ds_list_destroy argument 1 incorrect type (unknown) expecting a Number (YYGI32)############################################################################################
gml_Object_obj_timeline_CleanUp_0 (line 0)


This is the piece of code I'm using:
Code: [Select]
if settingsTourneyMode = false
{
     if totalRooms < 5 & currentWorldType = 0
          timeline = 81
     if totalRooms < 5
          exit
}
It doesn't crash if tourney mode is enabled

4
Report a Bug or Glitch / Enemy damage recovery refuses to work
« on: August 06, 2021, 01:10:17 PM »
Looks like at least
I'm doing "enemy damage recovery = 0" and basically it doesn't work

5
Suggestions / Harm player should work even with unlimited health
« on: August 04, 2021, 02:59:24 PM »
Just to simulate the damage, and execute harm's command prompt

6
Code: [Select]
___________________________________________
############################################################################################
ERROR in
action number 1
of  Step Event0
for object obj_work_box3:

trying to index variable that is not an array############################################################################################
gml_Object_obj_work_box3_Step_0 (line 296)


I think I've reported this some time back, this crash is for the custom item, but works with enemies too!

7
Maybe I'm wrong, but yesterday a friend played and streamed my game to me, the spike blood effect worked fine, however, just today in the editor it doesn't, and they were the same commands, so it's very likely to be working different

8
Report a Bug or Glitch / In the .exe key mapping doesn't work properly
« on: August 01, 2021, 08:56:11 AM »
At least for gamepad, if you change your controls, the button you set and the button you have to press for the action to work is different. For example, if I set firing to RB, I may get the triangle or stuff like that

9
Bouncing and jumping enemies jumps constantly
This bugs even the bosses, that need to detect landing

10
My jump is like x2 times higher, but looks like physics aren't changed, so Idk what's happening  ???

11
Suggestions / A few more layers for backgrounds?
« on: July 24, 2021, 02:43:32 PM »
Along with the possibility to make auto-scroll for some layers and others not, this would be a bang

12
It may, or may not be an issue that this appears without apparent reason



13
Commands
Code: [Select]
target fps = [fps] // Changes the FPS target
window width = [size] // Changes width of the window / resolution
window height = [size] // Height ...

music volume = [volume] // Music volume
effects volume = [volume] // SFX volume (for sounds and custom sounds)

<window caption> // Changes window caption accordingly

player/enemy/item/projectile (ID) hspeed = [horizontal speed]
player/enemy/item/projectile (ID) vspeed = [vertical speed]

game layers and scrolling automatically certain background layers while others not
being able to place tiles dynamically

14
Even if you do "enemy speed = 35" again or something, it stops

The only workaround currently is using "enemy speed = 1" instead

15
Overall, a plugin system. A way to modify the entire program and do whatever we want without needing of TT to add it
This would range from custom commands, to new custom objects. The system would be (in the concept), a way to create custom GML code or stuff like that to inject it to PB as a way for making plugins. Of course the exe would need to be made for this to work, but this is, in long-term, is the best thing to do actually.

Now, with the more normal suggestions.

- Icon pop-ups, sorta like create sprites on top of certain objects to indicate things like buttons to be pressed, or indications. This will include some commands such as:
icon popup sprite = [sprite id]
icon popup animation = (fade/fade and upwards)
icon popup speed = (animation speed)
spawn icon popup = [spawn id]

- Way to check the constant id of the different keys and stuff, in conjunction with the before mentioned suggestion, we could create icons for the keys to be pressed

- Dictionaries and tags: Dictionaries would have a name, and key/pair values. This would be a quicker way to make games with many stuff like this. In conjunction with the before mentioned ideas, you could have keys for constants of buttons and gamepad buttons, and values for the sprites to be shown.

So instead of:
Code: [Select]
var level = random 10
if level = 1
change area 3, 1
if level = 2
change area 5, 1
// ...
I would do
Code: [Select]
var level = random 20
var levelId = dictionary 1, level
change area [levelId], 1

// And in the dictionary
1 = 3
2 = 5
3 = 6
4 = 8
// ...

Tags on the other hand, I think I've already suggested this, but would help to define types for objects, like weapons, enemies. So then in just a simple command you can check if they contain such a tag, and execute stuff for it.

- Particles and custom fonts, I think it's obvious but this is still a requirement.

- 4-player support, this would be amazing, even with the modifications would have to be added, it's fricking awesome.

- Spawing multiple custom sprites on hud

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