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Messages - pieceofcheese87

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181
Unfinished / Incomplete / Re: I Wanna Be The 213
« on: July 04, 2015, 02:36:51 AM »
Please get rid of the blinking on the title screen, it is seizure inducing.
Also, nothing kills me. Did you forget to disable god mode?

182
Not sure if I like the shaking/blinking thing going on with the blocks.

183
Gameplay & Discussion / Re: Fangame block at ESA 2015
« on: June 30, 2015, 12:00:36 AM »
Just adding on to fangame history stuff.

After the success of IWBTG, kayin tried to make a sequel called I wanna save the kids. It was never finished, but he released a demo. (This was sometime mid-2008)

While I wanna be the Fangame was the first fangame that uses the engine we know today, people were trying to create games similar to IWBTG months before. If you want to see some examples, there are some primitive threads on the kayin forums. (https://prntscr.com/7myrtg) I wanna be the fangame was initially released in october 2008. 

tijit, the creator of IWBTFangame, was the first person to beat IWBTG on impossible.
(click to show/hide)

In january 2009 tijit created I wanna be the Engine. https://iwbtg.kayin.moe/forums/index.php?topic=2926.0
This was the first appearance of standard fangame physics we know today. Old fangames such as I wanna be the Tribute, i wanna be the Retro and even I wanna be the Dallas were created on this engine.

Probably the only "good" fangame released back in those days was Fangame: The game, which wasn't even made with the engine.

The first japanese fangame was I wanna be the GB. https://kayin.moe/iwbtg/forums/index.php?topic=4976.0 . Everyone thought this was the hardest thing ever and they praised it for some reason. The game sucks, but it was still better than most of the crap put out there.

Fangames started picking up in 2010. Acutally skilled game makers and not 12 year olds who found out how to install game maker tried their hand at making one. Even our very own patrick made one https://prntscr.com/7myx5v unfortunately, he never finished it because kayin said some mean words.

This was also around the time that solgryn started work on i wanna be the boshy. his main tester was michael1985, a streamer on justin.tv (twitch didn't exist at that time)
This is the oldest footage of the game I could find:
(click to show/hide)

I stumbled across this thread from late 2010 called "I wanna be the guy: gaiden" https://iwbtg.kayin.moe/forums/index.php?topic=9718.0
And this is one of the comments: "Na sounds lame, not another shitty fangame."
Funnily enough, when gaiden finally came out it was pretty lame. this guy was on top of it.

Nekoron also released his engine, and I wanna be the lovetrap sometime that year. That game is old and terrible, but it was also the beginning of such great ideas like Corner jumps, miku fights and the big kid!

Next january Geezer released the first version of I wanna kill the guy, which is still not finished. But the game stands as one of the best fangames, even 4 years after.

Japanese fangames became more increasing, i'm not quite sure where they put them, but they were there. The kayin forum people hated japanese fangames because they were "all spike jumps, cherries and bullet hells". While they praised old games such as tribute and ultimatum. Gotta love this classic stinkycheese post https://prntscr.com/7mz3el

The wiki was made sometime in 2011/2012. I can't get into detail on this because i can't read japanese and even google translate couldn't save me.

Yosniper made his first engine in 2011 called "I wanna be the better engine", which is debatable. 

Skipping forward a bit, the wannabes team on twitch was created in june 2013. The I Wanna Community forums were also created around this time.
Delicious Fruit was launched this year. It's a cool alternative to the wiki with a review system and everything.

Today the twitch community is thriving. We have met tons of great streamers/creators as well as seen some great fangames. The first annual "Fangame Marathon" was hosted on June 5th 2015.

This is all i feel like writing, this post is probably pointless blabber, but it's cool to look back.




184
User-Made Creations / Re: NANG Custom Room captions Mod
« on: June 29, 2015, 12:14:45 AM »
Is doing this considered ok?

Personally, I think it's fun and creative but I seem to remember a time only a few years back where any form of decompiling was seen as absolutely abhorrent. I mean I can only guess the culture has changed in a more progressive way but it's certainly surprising.

I'm sure geezer is fine with something like this, I wouldn't decompile a game if the author specifically states not to. Besides, they can use an anti-decompiler if they're so opposed to it.

185
User-Made Creations / NANG Custom Room captions Mod
« on: June 28, 2015, 11:32:55 PM »
I was bored today and decided to make a mod for NANG where you can change any of the room captions that appear in the game via text file.
There is a text file included called "captions". All of the room captions are in that file, and changes you make will appear in the game. You need to run the custom exe though, or it will not work.

Download: https://www.mediafire.com/download/j5gfbbg4pfilvlp

186
Programming Questions / Re: Portal Recreation help? :)
« on: June 25, 2015, 01:39:30 PM »
This was created using game maker's particle system. If you want the exact code for this, make an object for the effect and put in this code:
https://pastebin.com/vgz5BpHE


187
Video Discussion / Re: I Wanna be the Wischtech in 2:54
« on: June 24, 2015, 06:51:27 PM »
Fucking insane

188
Programming Questions / Re: Making GM remember a variable
« on: June 22, 2015, 11:53:59 PM »
The best way is to write it to the savefile.

In the saveGame script, add this at the end of the list of variables, but before file_bin_close(f);

Code: [Select]
file_bin_write_byte(f,global.trollkilled)This will write the variable to your savefile when you hit a savepoint.

Now, assuming you're using the yuuutu engine or similar, you need to edit the saveExe script so that it loads the variable from the savefile when you restart.
Again, after everything but before file_bin_close(f); put this:

Code: [Select]
global.trollkilled = file_bin_read_byte(f);
Now it should save the variable.

oh, and a reminder to set the global variable in your warp collision event, instead of just the warp's variable. (global.trollkilled=true instead of trollkilled=true)

189
Gameplay & Discussion / Re: Post the fangame you just beat!
« on: June 21, 2015, 08:22:41 PM »


Cool game.

190
Programming Questions / Re: Random crash idk from what
« on: June 18, 2015, 02:47:30 PM »
This might be an issue with supersound. Maybe you can put the supersound.dll inside of the game directory and see if it works?
(You can get supersound.dll from the NANG folder.)

191
Gameplay & Discussion / Re: What's Your Progress?
« on: June 18, 2015, 06:31:28 AM »
Loving all these k3 selfies :)

192
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: June 17, 2015, 10:55:45 PM »
Great job solving the mystery of the spooky japanese text, gang.

193
That looks really neat, I'm looking forward to the game.

194
Video Discussion / Re: I Wanna be the Wischtech in 18:53:37
« on: June 16, 2015, 11:10:57 AM »
Jesus, dude. That's crazy.

195
Programming Questions / Re: Affecting Existing Objects
« on: June 16, 2015, 07:18:47 AM »
Yeah, if they are 2 different objects then you can control all of one type by doing what yosniper said. You can also control one instance of an object with the instance_place function.
for example:
Code: [Select]
a=instance_place(x,y+32,objectA);
with(a){ hspeed=10 }
This will check for a collision with an object at 32 pixels under its origin. If it does find a collision, then the variable "a" will be replaced by that instance that it collides with.
Then, only that one instance of objectA will move to the right.

Another way to control 1 instance of an object is in a collision event, where you can use other, which means the instance it collides with.

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