Author Topic: Game Design Megathread  (Read 554060 times)

Well that only proved his original point of Plast's being the only other good ones, lol.

Come off it already, a particle system is anything but complex if you spend more than 30 minutes playing with the settings.

Well that only proved his original point of Plast's being the only other good ones, lol.
I didn't say mine were particularly good, I was just pointing out they were particles.

i guess youre right those are also particles but theyre more there to denote stuff is happening then to be aesthetically appealing. theyre just boxes they dont really represent anything except smaller bits of a larger box
The fact that they're just boxes is temporary. Even then, it adds to the general fast-paced action-y feel of the game.

Come off it already, a particle system is anything but complex if you spend more than 30 minutes playing with the settings.
And if you have no "settings" to play with, it's the opposite, really.

I managed to get mouse aiming to work except that the character appears to be spinning around something at a distance instead of just turning.
Apparently this can be fixed by setting the origin of the player object to the center of the sprite, but that's something that only seems possible in Gamemaker: Studio.
"Pay 60 dollars to make a game that works".

Is there anything I can do in the version I'm using to fix this problem?

thats possible everywhere i thought

i do that in gm8 all the time, which i assume youre using? just check the sprite you need to center

thats possible everywhere i thought

i do that in gm8 all the time, which i assume youre using? just check the sprite you need to center

it should be when you pull up the sprite there's XY coordinates for the origin and a button to center it automatically

it should be when you pull up the sprite there's XY coordinates for the origin and a button to center it automatically
That was because I was using the demo version and didn't have those options.
I'm thinking of maybe purchasing a version of gamemaker, but I don't know whether to get 8.1 or to go the extra $10 and get GameMaker: Studio Standard.

That was because I was using the demo version and didn't have those options.
I'm thinking of maybe purchasing a version of gamemaker, but I don't know whether to get 8.1 or to go the extra $10 and get GameMaker: Studio Standard.

wait, are you in advanced?
(File > Advanced Mode)

it doesn't show up in simple but if it doesn't in advanced it might not be in the free version

?

i'm thinking about making a library for love2D that gives you raycasting and collision functions as seen in Gamemaker.

it's sad that in love2D, to make an object face towards something else, you have to use barebone math:

Code: [Select]
sprite.rotation = math.atan2(sprite.x,sprite.y,other.x,other.y)

where as in gamemaker, it's the same thing, but easier to understand right?

Code: [Select]
image_angle = point_direction(x,y,other.x,other.y)

i'm thinking about making a library for love2D that gives you raycasting and collision functions as seen in Gamemaker.

it's sad that in love2D, to make an object face towards something else, you have to use barebone math:

Code: [Select]
sprite.rotation = math.atan2(sprite.x,sprite.y,other.x,other.y)

where as in gamemaker, it's the same thing, but easier to understand right?

Code: [Select]
image_angle = point_direction(x,y,other.x,other.y)

but it's the same??
it's easier to understand i guess but like

it's the same thing

it's sad that in love2D, to make an object face towards something else, you have to use barebone math:
That's called programming.

point_direction in GML has one specific purpose. The math.atan2 function in Lua is multipurpose, as is everything else included in Lua's relatively minimalist standard library. The reason why there isn't a function for everything is because you'd need to keep a huge dictionary of functions whenever you need to find out how to do something. It also makes it so you can't have as many variable names; in this case, because that function exists, you can never have a global variable named "point_direction".

Bunch of you guys started to motivate me, so I gave GameMaker a shot.



Would anyone have a clue to why the player loses quality at the end? 

looks nice but maybe you could adjust the fidgety movement he has and maybe like a particle effect to suggest jumping

Bunch of you guys started to motivate me, so I gave GameMaker a shot.
Would anyone have a clue to why the player loses quality at the end? 
assuming it's some weird attempt at rounding bilinear smoothing on the sprite because its position is probably a decimal. you might want to see if you can confine movement to a specific grid to fit your sprites' resolution

Thanks Flame, ooooh of course particle effect!
I'll work on that.

Ragna, you are an angel.
 Thank you :)

Edit:
« Last Edit: January 12, 2014, 01:16:51 AM by Bostik »