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.
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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.
Wow this is quite the impressive collection! I got into GameMaker a bit later, around 2009, and have really regretted not saving some of my favorite older GameMaker games from the sandbox. So I'm always happy to see people posting old GameMaker games :)
I haven't tried any of these yet, but will when I get home later tonight. I've played a good number of your other games and really enjoy the style of them, so it'll be cool to see some of their origins.
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.
Thanks for the follow up post! Hopefully a map + signs that say there's a save point in an adjacent room will help prevent people from walking past save points. That being said, you're not the only person who's said something about the difficulty, so I will still be altering some things. I don't want this to be a hard game. It'll have challenge, but I don't want the game to be frustrating like so many other indie platformers are. Wasps, bats, and excessive enemy placements represent the frustrating difficulty that I want to alter, while spear ghosts, moles, and the first boss represent the good kind of difficulty that I'm shooting for.
Sorry about the lack of saving and loading, it'll be there eventually we just haven't gotten to it quite yet. This past update I was mostly focusing on making the game flow as good as possible, but I'll definitely focus on balancing the difficulty a bit more for the next update. There are quite a few problematic enemies that I'll make easier to deal with and/or avoid. Thanks for playing though! We've been updating the game about every month, so hopefully this time next month all of the problems you had will be solved.
Finished it in just over an hour minutes with the gem ending. I really enjoyed it, and kind of want to speedrun it, but I have a few issues which I'll get to after a quick review. For $2 it's totally worth it if you like a really clean short exploration platformer [a few very tricky sections, but most are pretty fair and the checkpoints are generally very forgiving].
1. As someone who frequently uses the map, it's very easy to accidentally fast travel to another area, killing progress, which is really frustrating and happened about 6 times to me throughout the game. I really think the input for fast travel should be changed to avoid this.
2. I finished the game with 769 coins. The last of which are guarded by the teleporting enemies at the bottom of the airship. This is by far the most cruel section in the game, and doesn't feel fair at all. I've tried this section many times now and haven't even found a way to consistently get past the first enemy, let alone the rest. I really think this should be changed significantly. I know you want this area to be challenging, but this is too much. I really want to get the coin ending [I think I found the secret door to get this ending already] but this section is gatekeeping me pretty hard.
Was originally going to be a boss fight, but I ended up canning it. Didn't want to waste it so I put it there. Kind of wish I didn't now since I've heard some people mistake it for "the skull" that is mentioned when you collect the missing skeleton parts, when I actually mean the smaller one from the beginning of the game.
There isn't a forum because itch doesn't let you have a comments section and a forum, and I think a comments section is more fitting for now. We do have a discord channel though! I never got around to adding it to the game's description on itch but it should be there now. If you don't have discord or don't want to join but still have questions, feel free to email me at benallen1121(at)gmail(dot)com
Thanks! I have considered adding an easter egg with the original sprites, and might do it. We'll see...
Enemy respawning isn't perfect yet, still working on perfecting that. The abilities in the demo will not be there in the final game, but will be spread out across the different locations. The only ability that'll stay where it is now is dive. We haven't programmed death yet to make it easier for testing, might be one of the last things we do actually.
Well good news: I changed it back! I don't plan on updating the demo any time soon, but the most recent versions of the game have dive working the way it worked in the previous games. I also plan to have the pause screen with a (hopefully more detailed) map, but we probably won't get to doing that till near the end of development.