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Suggestions / HD PB
« Last post by Christian Game Maker on Today at 06:47:28 PM »
So now we can import sprites of any kind, so why not allow PB to be HD? All we really need is more advanced camera control, (I'm thinking by percentages, like 1000% being the maximum and so fourth) and changing PB's resolution. If I understand correctly, it's at 480p which isn't bad, but for HD sprites, this would be needed. I'd really like to see this in PB 8.0.
Suggestions / Re: Improve multiplayer in PB
« Last post by Christian Game Maker on Today at 06:29:54 PM »
Exactly my point.
Suggestions / Re: Improve multiplayer in PB
« Last post by Antikore on Today at 06:02:28 PM »
Yeah, true.
But still this have higher priority, if multiplayer capability is low, adding things is useless.
Suggestions / Re: Improve multiplayer in PB
« Last post by Christian Game Maker on Today at 05:58:58 PM »
Multiplayer should also have more than just this being compatible. These are needs, and there are other things that should be added.
Suggestions / Improve multiplayer in PB
« Last post by Antikore on Today at 05:56:01 PM »
Multiplayer in Platform Builder is actually very inefficient.
Very few commands are actually able to work with player 2, even the most simpler ones.
This is what I think TingThing should add to make PB better with multiplayer.

First of all, check for basic stuff:
I've seen that you're unable to check for money, health or ammo for each player individually, naming some examples. For player 1 or player 2, should be able to check for each player stuff. Like:
Code: [Select]
for player 1
var p1money = [money]
for player 2
var p2money = [money]
This should work with all types of things.
Also they need to work with conditionals and normal commands like
Code: [Select]
for player 2
money + 1
if money > 100
money - 100
lives + 1

For example with keys and physics:
Code: [Select]
for player 2
speed = 50
if key = pick //Run script for player 2, when he presses HIS pick button.
speed = 80

Player bracketing and conditional
For extra functionality, [player] should return the number of the player that is more near to the command execution, if there is none, returns -1.
For example, if you have an item and you want some commands to be executed for that player, just do this:
Code: [Select]
for player [player]
money + 1
This bracketing doesn't change with for player commands, it returns the number of the original player executor.

Character command prompts for buttons
There are character cps for each buttons like pick or attack, but they almost work with the player 1's keybinds, and I think they should work with the player that controls the character.

Spawn command capability
Right now you can do:
Code: [Select]
spawn enemy 1, playerWill be cool if we can select in which player it spawns:
Code: [Select]
spawn enemy 1, player2
Hope this get added soon for 8.0
Hey! That's good info! I will take that in account when I get the UPE.
If I ever get the UPE, I'm sure this post will come in handy.

There are probably only 2 users here that use the UPE. You, and at least one other person. I can't put my finger on their name, but I'm pretty sure there's at least one other person who uses PB.

I hope you'll make a great game with the UPE! Though I wish you could have given PB a try first, but I'm certain you won't want to use that because it is limited in some ways. The UPE can do anything, but unfortunately, PB can only do so much. :(
Introductions / Re: It's a me, TheBurningBreath666 :)
« Last post by Aeterna Games | Æ on April 02, 2020, 12:18:53 AM »
3000 views... ??? :o
Working with the Ultimate Platformer Engine / UPE - Recommendations for Newcomers
« Last post by eschirm on April 02, 2020, 12:09:30 AM »
Hi there, long time no talk!

Due to the quarantine, I've finally had more time to work on my game again, and am having a ton of fun. :) I know that most users here are familiar with the Platform Builder program (which I have not used before) and not so much the Ultimate Platformer Engine. I wanted to give some brief advice (as well as say hi, since it's been so long since I last checked in here!).

1. If you are interested in using the UPE, I would recommend downloading Gamemaker Studio 2 asap. You can get it for FREE, although there are some limitations on things like exporting games and number of rooms. None of those should be an issue if you're first starting out - the goal is to get familiar with the program and make at least one extremely simple game you can practice and learn from.
EDIT - looks like it might be only available for a 30 day trial now (might let you keep using it after but I can't guarantee it). I would still recommend it, but make sure you have time to really dive in - it took me weeks before I was comfortable using it.

2. You can use "drag and drop" or "gamemaker language" for your project. Drag and drop is simpler, but I prefer gamemaker language (GML) - it seems more complex at first, but it offers much more control and there are many more tutorials out there. It is similar enough to other programming languages, like C++, that you can use tutorials/advice from people who don't even use this particular program and make it work for you.

3. If (this) then {this}; is your new best friend. These types of statements are essential to programming in any language. You can plan it out with flow charts on a piece of paper. It is not always the most efficient way to code, but it works and it's easy enough to understand, so I use it all the time. Most of us here are making games for fun, so keep it fun and don't worry about being professional right away. If it works it works!

4. A "create" event happens once when the object is created. A "step" event happens over and over again (UPE runs at 30 frames per second). Think about what you need to check for every time the game updates (like a pressed button), and what you can do just once (like setting the name of a character). There are other categories, but these are the most important.
4. Before downloading the UPE, you should mess around with Gamemaker. A lot. It will seem overwhelming at first, especially if you are completely new to programming like me, but I promise you can figure it out if you're persistent! There are pre-made games you can experiment with that are included with the download. However, I would HIGHLY recommend starting one from scratch and using Shaun Spaulding's Platformer tutorials on youtube:

5. When you do decide to get the UPE, it will be absolutely overwhelming all over again! This is because it has pretty much everything you could ever need in a platformer game and more. However, TingThing does a fantastic job explaining what each section of code is doing through the comments. Personally, I had been using GMS2 for about a year before I downloaded the UPE, and I absolutely love the physics of this engine - I have never been able to get something so Mario-esque working on my own!

5. The UPE will take a seriously long time to download - you will think it is frozen, but it isn't, just hang in there and wait even if it takes 40+ minutes. It's worth it.

6. You will inevitably have questions, things you're confused on, etc. TingThing is the master, but I will help if I can - I'm no expert but I've been using the Gamemaker for almost three years now and the UPE for about one year, and I would love to help! Feel free to post here and/or message me any time.

Hmm...IDK if you can.
We should be able to do it.
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