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Carlcadium

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A member registered Nov 01, 2019 · View creator page →

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Cool! Check out our game here https://itch.io/jam/scream-jam-2023/rate/2329456

Check out our game here https://itch.io/jam/scream-jam-2023/rate/2329456

???

As another Turbo enjoyer I got to say, I love the name.

Nice! Check out our game here https://itch.io/jam/scream-jam-2023/rate/2329456

Really digging the atmosphere!

Good initiative! Have a look at our game here https://itch.io/jam/scream-jam-2023/rate/2329456

Thank you! Using @hint and @is works great.
The struct does however not seem to autocomplete if it’s local: (not a big problem though as the other method works.)

Ah that makes sense, but that update sounds very nice.

One last thing, not sure if it’s just me but it seems like struct auto completion is broken in the current version (compiled 12 mars 2023). At least I think it worked in earlier versions?


Terrific!


I hope you don't mind me asking another question:

In o_player2's create event, I have a struct called CAnimator. I've also added '/// @interface {o_player2}' at the beginning of this event.
In a separate script, there's a struct named AGreatStruct that implements this interface. This struct also contains a variable named 'parent', which is a reference to o_player2.
All methods and constructor within this struct successfully auto-complete CAnimator.properties.
Using 'with(o_player2) { //code }' properly changes the scope to o_player2 without requiring the interface implementation.
However, using 'with(parent) { }' disrupts the scope of the implemented interface, and I'm unable to make 'with()' recognize that the parent is an o_player2 instance.
I've attempted to use 'var theParent : o_player2 = o_player2' and pass it to 'with()', but it made no difference.

Is there a workaround for this issue or a way to modify the behavior of 'with()' in this context?


Note: I've tried some different iterations of this struct, _parent was previous set to parent and run in a method that was in the struct etc, but no difference.



Hi!

Is there any way to have the JSDoc-param types show up in the status bar? It seems to be able to type check it correctly.
I have 'Show argument types in status bar' checked in preferences.

Writing _fisk:int works well, but it would be nice to be able to have it more consistent with the gamemaker IDE.



Thanks for playing, glad you enjoyed it!

This is great! I've previously been running dracula and oneDark, love to switch it up. Thanks!

Was getting the same error. Running "git apply --reject --whitespace=fix GMLive_2022.2.patch" worked for me.

Thanks!

I think that the concept and the style are both very nice!

Thank you! Yeah, pretty happy with how the little things turned out :)

Thanks! I will definietly add that if I expand on this.

Thanks for playing through it! Yes I agree, the last one might have been a little bit over the top. I might get back to this project in the future if I get time!

Played and rated! :) Feel free to have a look at mine here https://itch.io/jam/mini-jam-69-hell/rate/854010

I enjoyed it! This could be an interesting phone game

Fun game! I played it in the browser and had some difficulty clicking the cards fast enough at first, but got used to it pretty quickly.

Perhaps a bit late to the party. But has anyone found a way to use this extension without exposing all the sound files to the player?