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bitlather

51
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8
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A member registered Dec 03, 2016

Recent community posts

what's boring about tighty whiteys?

Thanks for the clarification! I think maybe the create event for my TestObject was firing before obj_gmlive's, and that's why I was having difficulty.

Here's the steps I followed in a new project in GMS2. I'm having a hard time figuring out what to do.

1. Make sure the following is checked: Game Options > Windows > General > Disable file system sandbox

2. Import a sprite named sprite0

3. Create a shader named shader0. Change nothing.

4. Import most recently released gmlive. Drag obj_gmilve into room0.

5. Import shader_replace_simple

6. Create an object called TestObject with create code:

shader_set_live(shader0, true);
live_shader_updated = scr_shader_reloaded;

Step code:

var hlsl_vertex_code = @"C:\Users\bitla\Documents\GameMakerStudio2\TEMP\Shader Replace\shaders\shader0\shader0.vsh";
var hlsl_pixel_code = @"C:\Users\bitla\Documents\GameMakerStudio2\TEMP\Shader Replace\shaders\shader0\shader0.fsh";
scr_shader_reloaded(shader0, hlsl_vertex_code, hlsl_pixel_code);

Draw code:

shader_set(shader0);
draw_sprite(sprite0, 0, room_width/2, room_height/2);
shader_reset();

7. Add the object to room0.

8. Create script scr_file_get_contents with code:

var s = argument0, v = argument1;
var b = buffer_create(string_byte_length(v), buffer_grow, 1);
buffer_write(b, buffer_text, v);
buffer_save_ext(b, s, 0, buffer_tell(b));
buffer_delete(b);

9. Create script scr_shader_reloaded. I didn't know what to do so this is blank.

10. Press play.

11. Change shader0's fragment shader logic by adding this line at the end of main:

gl_FragColor.a = 0.5;

12. Press save

13. Shader did not change in the game window

I bought and tried it out, starting with shader_replace_simple_demo.yyz.

I ran the project.

I clicked on the game window.

I selected "HLSLCompiler.exe" (note: the default file name in the open window is SLCompiler.exe so I can't just press Open  without selecting HLSLCompiler.exe first)

The gray-ish screen that follows the mouse is now a vertical line instead of a diagonal line.

I tried to update the shader myself. I opened the directory that obj_test output to my console in its create event:

2.2.4.366 C:\Users\bitla\AppData\Local\shader_replace_simple_demo\

I tried to edit fout.shader or vout.shader, clicking the game screen, and seeing if the effects took place. It did not.

Is my understanding of what the demo should be doing wrong?

(1 edit)

I'm still not entirely sure how it works, but you release high quality stuff that's well documented so I'm just going to trust it and give it a go :-)

I'm really interested in this, but I'm not sure how it works or what to do with the demo. Can you attach a video or gif of you using this tool? I'd specifically like such a gif with actual use and not in the demo, if you could.

:-O

Can't wait for that next update! This would help so much with shader dev.

Any recommendations for shader tools with GameMaker Studio 2?

Great example code.

When I imported into GMS2 and pressed play, the console was filled with this message:

```
Draw failed due to invalid input layout
```

The first example doesn’t clip as expected; it draws the outline for a rectangle and an outline for the circle but that’s it.

The problem occurs in obj_clip_rect_shd’s draw event, on line: draw_circle(mouse_x, mouse_y, mouse_r, false);

I expected it was an issue with the shader; when I comment out that draw_circle line, I don’t see the error anymore.

In rm_clip_rect_shd, I noticed a “Compatibility_Colour” layer is created with a depth of 2147483600, which I think is out of range in GameMaker Studio 2 so I set it to 999. This alone did not fix the problem.

I deleted the Compatibility_Instances_Depth_0 layer, create a new instance layer, and dragged obj_clip_rect_shd into it. Still did not remove the console message.

Finally, I edited shd_clip_rect and discovered that commenting out the line:

```
v_vTexcoord = in_TextureCoord;
```

resulted in no warning messages in the console and the shader worked.

Happy new year! The codes didn't work for me; was each one only redeemable once?

(1 edit)

Excellent job teaching the mechanics. I'm glad you didn't implement damage ending a life, because having infinite health let me enjoy the demo, even the challenging bits, without worry of having to start over.

The music and sound effects were great. Art was fantastic.

Fantastic!

Excellent work, all!

(1 edit)

I updated GameMaker todo and, when I ran it, got a strange error:

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object WaterRockAnimatedTile:
Variable WaterRockAnimatedTile.buffer_network(100992, -2147483648) not set before reading it.
 at gml_Script___lnc_const_decl_f13 (line 33) -        gml_const_add("buffer_network",buffer_network);
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script___lnc_const_decl_f13 (line 33)
called from - gml_Script___lnc_const_decl (line 16) -        __lnc_const_decl_f13();
called from - gml_Script_live_preinit_api (line 28) - __lnc_const_decl();
called from - gml_Script_live_preinit (line 111) - live_preinit_api();

Your guide.html file is awesome

Can you upload these in ZIP format instead? Windows does not come with a default utility to extract RAR files.

gg

(2 edits)

This is the same thing that happened to me. I was trying to save in a Desktop folder.

I think this is more of the limitations with GameMaker. I recommend using INIs or checking if save was successful (it should return a flag). If it fails, show an alert message that tells users where they should save.

Also, not sure if you do this already, but consider saving the directory they last used in an INI and always default to that directory.

(1 edit)

How can you use this tool if you don't have photoshop?

Specifically, I intended to use this to convert a full RGB color created by particles into colors in my limited palette. I'm not sure how to make the look up table for this.

I saw this on your front page:

Some people are unable to save a .ppd project into the app root folder. To avoid this just save the project to another folder.

Just FYI, I was unable to save in a different folder, too. If this continues being a challenge (saving to a file in GameMaker is surprisingly difficult), consider trying to use an INI file instead. It's not as contained, but GameMaker has good support for INI.

Ah; is that what the Pixel Render frame is all about? I was curious how you managed to get such an excellent outline on particles. Thanks for the response!

This looks awesome. Is there any way that you could export the GameMaker particle scripts? I'd love to use them for variety and their smaller size.

These look great. My only request is you provide them as a zip instead of a rar.

Excellent sets; thanks so much!

So excited that this is out! Beautiful work.

As far as I can tell, there isn't a built-in unzipper for RAR. You have to install additional software.

(1 edit)

Excellent work. Could you upload as zip? The rar file format is a little extra challenging for Windows users, but zip is easy for both OSX and Windows.

Does this come with a separate sprite sheet that contains just the single particle images used in the explosions?

(2 edits)

Will do! I look forward to digging in once work settles down.

Consider linking to this video by Mark Brown on adaptive music:

You might also want to explicitly state this is for Game Maker Studio 1 & 2; maybe call it "Dynamic Music System For Game Maker Studio."

Real cool. I can't wait to play with this :-)

Thanks! I'll purchase it now and look through it, but I won't be able really dig in until later this week.

I look forward to it!

(1 edit)

Can you post a free example of what sounds are created? Perhaps a youtube video with just audio? I'm interested, but I'm not sure what to expect.

The PNGs worked great with GameMaker's particle system. Thanks for providing a zip!

(1 edit)

Are you able to upload this as a zip with separate PNGs? A .unitypackage requires unity.

Downloaded the raw particles - thanks a lot!
In GameMaker, the engine I use, it's easy enough to delete frames, so I don't think you need to take that on yourself. I just like the randomness and compactness that you get with your own particle system over sprites. I'm looking forward to playing with these - might take a few weeks to get to resolve all my current to-dos, but this looks like an excellent pack.

Hey Will!
These are awesome, but I was expecting it to include the smallest, most basic "particle" pieces. I'm concerned that having these as sprite sheets takes up too much space on my texture page. Are you able to add the tiniest pieces for each effect so I can program the particle systems with them myself?

Confirmed - this gets rid of the error:

if (debug_mode) live_preinit();    // <===
instance_create(0, 0, obj_gmlive);
(3 edits)

GM Live is really cool. I've been playing with it today and am impressed.

I noticed that when I run my project in GMS2's Debug Mode, I get this error:

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object obj_gmlive:
global variable name 'g_live_log_script' index (100638) not set before reading it.
 at gml_Script_live_log (line 4) -        script_execute(g_live_log_script,"[live]["+date_time_string(date_current_datetime())+"] "+l_s);
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_live_log (line 4)
called from - gml_Script_live_init (line 6) -        live_log("Initializing...");
called from - gml_Object_obj_gmlive_Create_0 (line 7) - live_init(1, "<a href="<a href="<a href="http://localhost:5100">http://localhost:5100</a>"><a href="http://localhost:5100</a>">http://localhost:5100</a></a>"><a href="<a href="http://localhost:5100</a>">http://localhost:5100</a></a>"><a href="http://localhost:5100</a></a>">http://localhost:5100</a></a></a>", "");

This is with and without GMLive running. Running my game normally works fine.

Removing 

instance_create(0, 0, obj_gmlive);

makes it work in Debug mode.

I'm interested in the art assets, but I do not use unity. Can you include PNGs in the asset pack, perhaps with some gifs to show how they can be used together to form particles?

(1 edit)

aaaaahhh this was a lot of fun! I love the absurdity of being a tiny ship with so many asteroids that they're off the screen. 

Great use of sound effects!