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Messages - Kyir

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61
Maker Profiles / Re: Kyir's Fangame Emporium
« on: February 16, 2016, 04:02:56 PM »
It's more that I'll be generally withdrawing from the larger community and want to leave what I view as my best creations behind. The earlier games I made were formative, but not necessarily what I want to be representative of me once I'm not making anything new.

62
Maker Profiles / Re: Kyir's Fangame Emporium
« on: February 15, 2016, 03:14:09 PM »
Updated the original post to reflect the games I've taken down the downloads for.

63
I can confirm: does not look like a dumb project. Is that background animated?

64
Maker Profiles / Re: Kyir's Fangame Emporium
« on: February 12, 2016, 09:23:31 PM »
Updated with I Wanna Reach Universal Thermodynamic Equilibrium!

65
Game Design / Re: How to save the kid's xscale?
« on: February 12, 2016, 02:07:10 PM »
Hey, I didn't specify how to include it, so my advice is perfectly valid.

66
Game Design / Re: How to save the kid's xscale?
« on: February 12, 2016, 01:53:10 PM »
just include player.image_xscale in the save and load scripts I'd guess? I think that would work at least.

67
Game Design / Re: Tutorial: Version update detection using Delfruit
« on: February 12, 2016, 10:45:05 AM »
I'm not really in the habit of updating unfinished games yet, but I think this will be particularly useful for the people always expanding a single game! Thanks for your efforts. If this was a larger community I would be concerned about people doing malicious things with external links, but we're probably all safe for now.

68
Gameplay & Discussion / Re: Introducing Delicious-Fruit.com!
« on: February 11, 2016, 11:30:12 AM »
The joke's on all of you. I've been using a bot to write my reviews all along!

Also, I don't know if this is related to the maintenance somehow but the Bingo link is broken.

69
Game Design / Re: Flexible moving platform
« on: February 11, 2016, 12:12:34 AM »
Sorry if that was rude, it seemed like you were being needlessly secretive or something. I would recommend just posting all relevant pieces of code and just say which objects they're in. Piecing things together after that isn't very hard.

70
Game Design / Re: Flexible moving platform
« on: February 10, 2016, 10:31:23 PM »
So what you're saying is 'I have a solution but I'm only going to describe it vaguely.'

71
Yeah! That's what all the code there does. I'm still struggling with figuring out how to make Game Maker hold onto values while I'm switching around active objects but I'm sure I'll figure it out eventually.

That, or I'll give up on it completely.

That said, if anyone's interested in helping me recreate what's basically a dumbed-down version of Tetra Master from FF9, send me a message somewhere.

72
Simpler than that, but close enough.

73
No, but that would almost definitely be easier to wrap my head around.

74
It's not a screenshot or anything, but have some code from an incredibly innovative and not-at-all functional thing I'm working on.

Create Event:
OppDeckList1 = ds_list_create();
ds_list_add(OppDeckList1, 2, 5, 8, 12, 15);
ds_list_shuffle(OppDeckList1);

Step Event:
If objGameBoard.OppTurn = true {
    var = ds_list_find_value(OppDeckList1, 0);
    objGameBoard.CurrentCard = global.CardDeck[var];
    ds_list_delete(OppDeckList1, 0);
    objGameBoard.OppTurn = false}

I'm sure guessing what it is will be real challenge for everyone.

75
Game Design / Re: RNG in avoidance. Doing it RIGHT.
« on: February 07, 2016, 06:33:03 PM »
They don't call him T "hot for math" J for nothing.

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