v0.96:
-New physics engine to better match the standard Yuuutu-type physics without bugs (thanks to YoYoYoDude1!)
-Inability to bunnyhop / getting stuck in screen transitions should be fixed thanks to above
-Fixed misplaced GUI in fullscreen mode and at top of screen in general
-Cleaned up many unnecessary objects/sprites/sounds
-Added more comments in code
-Added vines
v0.9:
-Fixed roomChanger crash when walking between rooms
-Fixed player getting sucked into blocks if a platform is placed next to it
v0.8:
-Fixed walkoff aligns for all spikes
-Fixed deathtime GUI being out of place if the room scrolls
-Fixed bug with platforms that caused the player to get stuck if next to a block
v0.7:
-Added minispikes, miniblocks (note: walk-off align seems bugged for leftward-facing minispikes)
-Menu now reflects the correct keybinds for accept/back
-Added editor-only icons
-Added saveblocker object
-Fixed blood sticking to corners in midair
-Moved blood in front of spikes
-Added ability to enable/disable difficulty select
v0.6:
-Fixed music restart on F2
-Fixed sndCherry, sndBlockChange, sndBossHit missing from engine
-Added savefile indicator in main menu
-Corrected views (should be all 800x600 now)
-Added 'readme's to many objects
-Other minor fixes/alterations
v0.5:
-Intial beta release
- If you're used to the Seph engine, you'll be used to this one - We tried to structure it the same way!
Saves cannot be loaded from the file select menu, but do work in gameThis will work once you create a exe file. For some reason GM:Studio only creates a temp folder for save files while testing. If you need to do more extensive testing I would reccomend you create warps to key locations or use the dev tools during the development phase.
Can I suggest adding something similar to the SetGlobalOption in yuutu? It's nice having globally changed things toggle able on and off from a single spot.
EDIT: YO. It works with the walkoff align. But, you have to be standing on the very last pixel, facing to the right. It looks like the kid can't be facing left and stand on the last pixel of the block. The kid can only face right and stand on the last pixel.If thats true does it have something to do with image_xscale = -1 not working correctly?
EDIT: YO. It works with the walkoff align. But, you have to be standing on the very last pixel, facing to the right. It looks like the kid can't be facing left and stand on the last pixel of the block. The kid can only face right and stand on the last pixel.If thats true does it have something to do with image_xscale = -1 not working correctly?
If thats true does it have something to do with image_xscale = -1 not working correctly?
////////////////////////////////////GMS Results:
begin of step end of step
(282.00, 439.47) (282.00, 439.47) //start position
(282.00, 439.47) (285.00, 439.47) //first step of movement
(285.00, 439.47) (288.00, 439.47)
(288.00, 439.47) (291.00, 439.47)
(291.00, 439.47) (294.00, 439.87) //should have collided here
(294.00, 439.87) (297.00, 440.67)
(297.00, 440.67) (300.00, 441.87)
(300.00, 441.87) (303.00, 443.47)
(303.00, 443.47) (306.00, 445.47)
(306.00, 445.47) (309.00, 447.87)
(309.00, 447.87) //Collided!
//////////////////////////////////GM8.1 Results:
(282.00,439.47) (282.00,439.47) //start position
(282.00,439.47) (285.00,439.47) //first step of movement
(285.00,439.47) (288.00,439.47)
(288.00,439.47) (291.00,439.47)
(291.00,439.47) (294.00,439.87) //Collided!
o = collision_rectangle(x-5.5,y-12,x+5.5,y+8.5,block,1,1);
where o is a variable holding the id of the block if there is one (like 'other' in the collision event). Adding 0.5 to the coordinates actually seems to work, I can walk off all the minispikes now, and only with the correct align! So the question now becomes, is it really worth switching to this arcane collision system in order to maintain a perfect replica of physics, or should we embrace the new way that GMS suggests? Leave me your comments if you have any!So the question now becomes, is it really worth switching to this arcane collision system in order to maintain a perfect replica of physics, or should we embrace the new way that GMS suggests? Leave me your comments if you have any!Personally, my vote would go towards keeping the physics true to GameMaker 8.0/8.1. However, if lots of people would like to give the GMS physics a try, then I would be open to the new physics as well.
Does anyone really care what a bunch of pixel fetishists think?
////player.create
y_offset=0;
////player.end_step
//replace
//x+=hspeed
//y+=vspeed
//with
if (o.solid) {
x+=hspeed;
y+=vspeed;
}
if (y_offset != 0) {
y=y_offset;
}
////platform.player_collision
//right after djump = true, add this:
y_offset=other.y-9;
onCollide=false;
The problem I have with the engine is that there is no way to resize the screen.
Oh, that must be something I missed. you need to put the following in the roomChanger's create event:Code: [Select]onCollide=false;
(click to show/hide)
GM8 defaults to false if not set, GMS errors if not set. I guess I forgot to add that and never tested it! But that should do it for you.
onCollide=true
to the create event of the roomChanger object to fix.Thanks, I put that above my code (line1) but I'm still getting an issueWelp. Looks like they swapped that around for GM:S, my bad.
For some reason the game is still ignoring the Creation Code and now believes that the variable is 1 although here I specified that it was 2
This worked fine in 8.0, o could it be a problem with studio?
I've already began development with 0.8 of the engine, is there a way I can just get what code was changed so I don't have to start over?
Just the code for the platform bug fix.
Open file
Put A in file
Put B in file
Put C in file
...
Close File
Load:Open file
Read something from file, put it in A
Read something from file, put it in B
Read something from file, put it in C
...
Close File
Actually, there's still another problem :atkCry:Did you like move the gmx file out of the folder with the resources? Everything worked fine for me
EVERYTHING is undefined. I get this error on startup for every single sprite, stage, background, sound, etc.
Error loading:
C:\Users\User\AppData\Local\Tem...\maskBlock.sprite.gmx.
File not present
So I'm just going to put this here since I'm not sure how much of this is a bug/fixable, but it turns out that controls still work for the game even if you open up another window and are doing stuff in that. I'm not sure how much of a problem this is really, but it seems like it might be an annoyance for people who do stuff a bit at a time.Idk if this option is in GM:S but if you go into Global Game Settings there's a tick box for an option called "Freeze the game when the form loses focus", see if checking that works. I'd test myself but I don't have GM:S atm.
trg = 2
key = 1
it will trigger only after trigger 1 has been triggered, without "key" it would work normally.
decently advanced programming
if(global.trigger[key]=1){global.trigger[trg]=1;}
Thanks piece :D I didn't really look into triggers to figure it out myself, i'm a very lazy guy ;-;decently advanced programmingCode: [Select]if(global.trigger[key]=1){global.trigger[trg]=1;}
This is literally all you need and you're golden.
I don't know if this has already been addressed, but...Not having this problem at all no matter what i do. Do you have the 0.9 version?
I found something wrong with saving.
If you save on the floor, you get stuck in it and can't move left or right until you jump.
I don't know if this has already been addressed, but...
I found something wrong with saving.
If you save on the floor, you get stuck in it and can't move left or right until you jump.
I don't know if this has already been addressed, but...
I found something wrong with saving.
If you save on the floor, you get stuck in it and can't move left or right until you jump.
Warning note: to anyone experiencing Stepcore's issues of aligns not working, check your Gamemaker Studio version (it's in the title bar). If you're on 1.4.1598, downgrade to 1.4.1567. 1598 is a beta version, and therefore not guaranteed to be stable. I have submitted a bug report to yoyogames regarding the issue, and hope to see it fixed before the changes in 1598 are rolled into the stable branch.
You will probably need to uninstall gamemaker, then install this version (https://store.yoyogames.com/downloads/gm-studio/GMStudio-Installer-1.4.1567.exe). Make sure you pick that you want to recieve updates from the stable channel - right click the GMS icon in your system tray, and choose "Stable Update Channel":
(https://i.imgur.com/uwuNr70.png)
Praise Jesus
display_set_gui_size(view_wview[0], view_hview[0]);