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Topics - Antikore

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1
General Discussion / PB may move to modern systems?
« on: June 07, 2022, 12:01:20 PM »
After the addition of the bug report form, I think it's the time to speak on this:
Forums and forms are outdated stuff, it may sound weird but nowadays most people wouldn't return into forums to continue speaking, and most people wouldn't fill up forms to report bugs.

If we want PB target to reach further, then forums should be replaced with other kind of communities (Like Discord Servers) and forms with other kind of issue trackers, (Like Github Issues)

This will attract more people and keep the people on the system more oftenly.
I'll be glad to help TT with both discord servers and github issues, as I had contact with both systems.


2
Suggestions / Is there any way to profile PB games?
« on: March 03, 2022, 01:28:33 PM »
With profiling I mean to know where are the most resource consuming areas

3
Suggestions / Default controls for when???
« on: March 02, 2022, 05:15:43 PM »
I mean, it's something necessary to be able to add default controls for our games, specially for exes.
Button A, B, C and D are set to error by default.

4
Suggestions / Idea for optimization, tags
« on: February 27, 2022, 01:05:04 PM »
In my game there is a lot of stacked stuff and that's bad. For example, item randomizers or enemy killers.
Example:
Code: [Select]
// This would be an item randomizer in my game
local var i = random 10
if i = 1
spawn item 1, self
if i = 2
spawn item 2, self
// ...

What if, instead of doing this, I could create a custom tag, hold all the items on it, and use just a few commands
Code: [Select]
spawn random tag 1, 1

Tags would have their own category on the game manager, and they will hold items, enemies, projectiles, blocks, etc.
Example with the enemies, instead of having an item that kills enemies with a command for each enemy, it would be like this
Code: [Select]
// Tag with ID 2, kill all enemies from it
kill tag 2

Most commands used for interact with any of the objects that tags can hold may be usable to interact with tags too.
This would be useful too for cleaning the code a bit

5
General Discussion / Bot spam bad
« on: February 27, 2022, 10:27:07 AM »
This forum may need new moderators because bot spam is still a thing, someone that helps TT with this things would be nice.

6
General Discussion / About PB features
« on: February 26, 2022, 01:58:51 PM »
If someone has an almost complete game, but needs some features that aren't that basic or something, are they going to be added somehow? PB is still very limiting on some parts, that's the thing!

If not, something like plugins or mods would be very cool!

7
Suggestions / Forums are something outdated
« on: February 26, 2022, 01:55:48 PM »
I think forums are something that nowadays is very outdated.
Services like Discord are in my opinion, way better.

TingThing should really think on moving the community to new systems because would engage the community way better and are a lot better to manage.

8
Suggestions / This would fix PB lag forever... A compiler
« on: February 22, 2022, 05:25:57 PM »
You feel PB is laggy? Well, that has a reason.
Command Prompt language is interpreted, and not compiled. Making this ingame would be a pain I think, but when making executables, that would be incredible.

Basically PB reads your game's code while in-game and that's consuming for the pc, however, if you compile the code into machine language, that would make the thing go a lot better.

I know TT may see this so hard to do, but I think finding someone that could do it and keep it would worth it.

9
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

10
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

11
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

12
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

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
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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