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Messages - YoYoYoDude1

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16
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: October 19, 2015, 05:34:08 AM »
One of the main changes is that I tweaked the vines to not have glitchy behavior when you're standing on the floor or when you're directly above/below a block with a vine on it.

Does this mean they won't work like they do in normal engines?
No, in normal circumstances they work the same. This tweak just makes it so they don't affect the player when you touch them from above or below a block like they do in other engines. This fixes getting stuck when standing on top of a block over a vine and falling really quickly when touching a vine from the bottom of a block.

17
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: October 18, 2015, 05:25:58 AM »
Ok, just put up another update to the engine. One of the main changes is that I tweaked the vines to not have glitchy behavior when you're standing on the floor or when you're directly above/below a block with a vine on it. This should work completely correctly, but let me know if there are any issues! There are a lot of other more minor fixes/tweaks to improve the engine overall.

Also, I'll probably be adding a DotKid mode to the engine soon since it was added to Jtool.

18
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: October 04, 2015, 06:34:16 AM »
Alright, so I've put up a few more small updates to the engine since my last post.
These have been mainly for polishing stuff and adding a few minor features (such as providing an easy way to autosave) while making the engine generally easier to use.

19
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: September 20, 2015, 07:43:41 AM »
Just put up another small update. Luckily, everything seems to be working fine in the new version of Studio. They changed collision checking slightly so this engine update gets rid of some workarounds I had to use for the older version of Studio.

20
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: September 18, 2015, 03:46:13 AM »
I bought this bundle but it keeps telling me I have a bad license so I'm assuming this is because of  the issues atm? I can't actually license studio pro or log in even if I use the license from the bundle.
Yeah their servers are still not up as far as I can tell. I'd just wait a bit and try it again later.

21
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: September 18, 2015, 12:57:19 AM »
Ok, just a heads up for anyone using this engine on the newest version of GM Studio (1.4.1657).
I've tried downloading the newest version to ensure that the engine is still working correctly but I can't use it quite yet as YoYo Games are apparently having server issues at the moment. As soon as I can use Studio again I'll be checking everything in the engine myself to make sure it's in good shape. Let me know if there are any major issues in the meantime.

Also another heads up for anyone looking to switch to Studio: they're currently having a Humble Weekly Bundle at httpss://www.humblebundle.com/weekly where you can get GM Studio Pro for only $6.

22
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: September 09, 2015, 05:32:07 PM »
Awesome work, but is there a way to transfer levels from older version of the engine into the newer one?
Yeah you can puts things you made in the older version into the newer version by dragging and dropping the resource files you made from your original project into the newer engine or right clicking in the resources folders in the newer engine and using "Add Existing".
This can be pretty tedious but there's not an easier way as far as I'm aware.

23
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: September 04, 2015, 06:41:33 PM »
Can you get a screenshot of this? I've never seen this happen before.
(Mind you, this may have only happened because I have installed a windows partition into a Macbook, henceforth seeing these bugs on regular pc's isn't common to begin with. Just to keep in mind + not to get overworked for).
I'm not really sure what the issue is, the game view looks fine to me.
Is the game window itself getting smaller or  something? If so it's probably a Windows or GameMaker Studio issue involved with window scaling that I can't really do anything about.

24
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: September 04, 2015, 04:57:45 AM »
Just posted another engine update up to v1.0 with the last few main features and fixes I wanted to put in such as having a debug overlay and a sample avoidance (made by Stinkycheeseone890!).
At this point I can say the engine is pretty much complete. There will probably be some minor updates and bug fixes in the future, but I'm probably gonna be done working on this for a little while unless there are problems people find that I need to fix.

There seems to be a bug whereas whenever you exit the fullscreen mode, the view(s) become smaller than the standard 800x608 view(s). Just felt I should address this.
Can you get a screenshot of this? I've never seen this happen before.

25
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: September 03, 2015, 07:59:38 PM »
Just so you know, the current way you have the playerJump script set up is a bit bugged.

Apparently they changed how place_meeting works a bit, because if you use "place_meeting(x, y+1, block)" like 8.1 engines do, it doesn't always detect you as being on a block even if you are. You can see this for yourself if you keep pressing jump really quickly while on the ground. Sometimes when you hit the ground you'll double jump off of it instead of single jumping.

I just fixed this by using "place_meeting(x,round(y+1),block)" which seems to always work correctly.

26
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: September 02, 2015, 02:40:55 AM »
Ok, another engine update! (I'm making progress on this faster than I thought I would. :Kappa:)
I did a title screen overhaul with a completely new menu based off of the KS engine that has options and rebindable controls.

One thing I'm not sure for the menu design is whether or not to use the player's set controls or the default controls (Shift,Z,Up,Down,Left,Right,etc.) for controlling the menus. Right now I have it coded to always use the default controls for the menus, even if the player changed them for the game itself. This is so that you can always navigate the menus even if you screw up your controls binds somehow. Let me know if you guys think this is the best way to handle it or if the menus should use the player's set controls.
I also plan to hopefully add mouse support to the menus for people who prefer that.

27
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: September 01, 2015, 01:08:57 AM »
Alright, I just uploaded v0.8 of the engine with a lot of minor changes/fixes. Getting closer to the engine being fully complete!

28
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: August 29, 2015, 08:08:24 PM »
Okay, I just uploaded v0.7 of the engine with a new feature I've been wanting to implement.
There's now a built-in save verification system that uses MD5 hashes to make sure the save being loaded hasn't been tampered or modified outside of the game. This should make save hacking in games made with this engine reasonably more difficult.

29
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: August 28, 2015, 03:01:29 PM »
Yeah I meant restarting when pressing R.
The issue is that there's no simple way to stop all of the sound effects without also stopping the music and having it restart. There's a feature in Studio that could probably help with this (audio groups), but this feature is only available in the Professional Version so I don't want to use it in this engine.

30
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: August 27, 2015, 07:51:36 PM »
Sometimes vines are not working (the right one), I wasn't able to reproduce it again. I guess if this is a mistake that causes the bug:
Code: [Select]
if (distance_to_object(objWalljumpL) < 2 && place_free(x,y+(global.grav)))
...
if (distance_to_object(objWalljumpR) == 1 && place_free(x,y+(global.grav)))

Edit: I got it, it's because of slip blocks which make player coordinates being changed to something like N + 0.5 exactly, works with everything else. Changing == 1 to < 2 seems fixing it.
Based sub-pixels causing another bug. Thanks for letting me know, just uploaded a fix.

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