This is great! I may have managed to make a stack of rockets so tall that my dude went out of the wall and off the screen. Seems like a bug, but hard to say how much of it was a bug, haha.
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This is great! Can't get mouse controls to work though, doesn't seem to be any way to change them from keyboard on the menu.
I think the levels are a bit big cause finding the last enemy can be a bit of a chore sometimes, but it's really well done otherwise!
Ok! That's what I figured, just wanted to make sure I wasn't missing anything. Was the battle system real-time or turn based? It felt real-time but I wasn't 100% sure. Only reason I ask is because if it's real-time, you should maybe consider making it turn based. Real-time combat doesn't work too well with the enemy sand items. Since you have to go through an extra menu when using items, it makes it take a lot longer to actually get the enemies you summon attacking. This was especially noticeable against the bat enemy, because it can put you to sleep if you're too slow in the menus. Because of this, I found that just doing normal attacks was the best way to win every fight, which is unfortunate since the game is all about resurrecting enemies to fight for you.
Thanks for the response!
In your documentation, it says that steam_net_packet_send returns whether the packet was sent successfully or not. So could I just convert your packet_send_all script into a loop that sends the packet until it returns true (or until it fails X number of times)?
I also noticed in your documentation that steam_net_packet_type_unreliable parameter says it "will not be resent automatically". Does that imply that the other three types are already re-sending automatically until they return true?
I am calling steam_net_update in a step event which doesn't have any exits or breaks, so it's definitely getting called. The only way I'm detecting timeouts is through your chat system (I'm still very new at networking stuff).
First of all, thank you for making this extension available. I don't think I'd ever get anything working online without this extension.
I'm developing a turn based tactics game for two players. The game is fully functional at this point, but timeouts are making the game unplayable for some players. Is there a good method for preventing players from frequently disconnecting (or a method for reconnecting players after they've lost connection)?
It is fast! It's just that games made with older versions of GameMaker have gotten slower over time (Skelemania was made in GameMaker 8). GameMaker: Studio and Studio 2 have improved a lot over past versions.
It's gamemaker. If it's slow, that's unfortunately not my fault. All older game maker games have a tendency to run slow on some computers and fine on others. Sorry if it's running less than 60fps, there's nothing I can do :(
The truth may be forever hidden... You should also note that I'm not sure people get forum notifications if they've just claimed a key. I think they need to actually follow the game to get notifications. So your posts might be for naught, I'm not sure.
Please feel free! That would be super awesome if you could get it working! Email me at firstname.lastname@example.org if you want to stay in contact about this.
The game isn't more popular because it's a print and play deckbuilder, which takes a lot of time to actually get set up and play. I also foolishly used a lot of black, meaning more ink ($$$). I also didn't really know what to do with the game when I finished it. If you get the game working, I'd be more than happy to make some more cards for the game. Part of the reason why there are only 60 is to make it a little easier on people printing them out, so that restriction is removed when played on a computer.
I was having this problem too, but it worked OK for me when posting this thread. I think my problem was it wasn't showing up in the "supported file types" when selecting the image I wanted, so I had to change it to "all file types" and that worked. I also remember having to post it twice to get it to show up at all. It's very finicky for some reason.
Hi all, I just sent two emails. One from the itch.io account, and another from my personal email (because I can't send emails to specific individuals through itch). All of the individual emails should have been sent, but I'm a little worried the one from itch didn't reach all of you.
Just in case, I'll post the important content of that email here.
This is something that's confused me a lot. The deadzone is actually quite high, but it doesn't seem to scale as accurately as it's supposed to. It's also possible that it's getting turned off at unintended points. I'll be sure to look into it. I have a patch planned soonish and will include any changes to this that I can muster.
Thank you! I wish it could have been a bit longer given how long it took to make, but oh well. They are in fact doable, they might even be related! I can't give any hints. At least one person has figured it out already, so I know others can too!
currently, no. im kind of hesitant to distribute steam keys for itch and gamejolt. there's not a whole lot of reason not to provide them, but im still unsure. ill think about it overnight and decide tomorrow. if i end up not providing them and you really want a steam key for whatever reason, i can personally message them to people.
Sorry about that! I removed all of the old clutter from the page in preparation for the release and have been neglecting the demo.
- Z to jump,
- X to attack,
- left/right arrow keys to move,
- down arrow key to fall through thin platforms,
- up arrow key to open door.
- A to jump,
- X to attack,
- d-pad or joystick to move, fall through, or open doors like above.
- (you have to press z on keyboard when getting a power up, it was a bug I never fixed).
In-game controls will be available in the full version when it releases. I will try to update the demo for that as well.
Thanks for commenting! They haven't been regular for months now, so you haven't missed much. I did them a lot in the early development when new mechanics were being added daily. Late-stage dev is too slow for weekly or even bi-weekly updates.