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Dragonite

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A member registered Mar 09, 2016 · View creator page →

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i’ve never ran it on Android, but in general you probably want to limit the number of lights on mobile hardware much more aggressively than you do on everything else

Let me know how it goes!

i would be in favor of an april fools day gag where gm prints out all of its error messages in morse code

Is this a laptop, running on integrated graphics? I have a laptop somewhere with a similar configuration, I could try it out later to see if I see the same problem

what’s the error, and what version (of both GM and the project tool)? recent versions of the project tool have been having issues lately

Go for it, the license on it is the Apache 2. Let me know how it works out.

Urgh, I wanted to but I haven’t thought about it in a while. I really should.

Great, if the yymps doesn’t work in the monthly that sounds like a GM problem, since it was made in .13 - I’ve got a lot of stuff to do in the next few days but I’ll look at it whenever I get the chance

In the meantime you might want to make sure your Project Tool is up to date, sometimes if you’re on an old version things break for no reason, which is kind of irritating

Oh, and you’d also want to make sure the UV coordinates of the regular sprite and the normal mapped sprites are correctly aligned with each other.

Let me know how it goes!

In principle it should, I’ve never tried it though - that might be a fun experiment. If you’re using point or cone lights you’d have to be mindful of the exact depths that your sprites are drawing at.

Good catch, not sure how that never came up before!

Huh, I wonder if this is a different problem than the one I found then. You can send me the project on discord or something you want me to take a deeper look.

Okay, fixed that, uploaded a new version. There was an error in how the normal map was being initialized, which older versions of GM didn’t seem to care about but .13 now errors on.

Interesting, I think I know why this is happening but I’ll look properly in a little bit. Hopefully it’s nothing weird.

this is an acceptable density of grass on display here

Update: it now has https://www.youtube.com/watch?v=C7UrZ7JpQe8

That works!

Sorry for the late reply, good catch with Deselect - I’ve fixed in the repository, I’ll do an updated release once I check a few more things: https://github.com/DragoniteSpam/Emu

I’m not sure what the problem with the first list selection is though - that value stores the first index selected from an empty list, and if a list has multi-selection enabled it won’t be updated on subsequent selections.

Deferred should be able to, if there are any problems with the effects combinations let me know.

Shadows and Toon are different projects, they’re not included in each other. If you were looking for Shadows I should be able to refund you.

There’s a sample project, but the web demo isn’t part of the download, since it’s part of a larger project with like seven other demos in it.

Have fun with it!

Okay, there we go: https://dragonite.itch.io/deferred/devlog/897995/added-a-sample-project-and-one-small-bug-fix

jesus, I thought I was forgetting something. I’ll hack something together over the weekend.

it didn’t even occur to me to check if the windows api gives you access to this information, though I guess it must because i’ve seen other programs respond to drag start/drag end. i should probably add this to mine at some point lmao

The one with the formatted string template? Makes sense, that wasn’t added until after LTS.

Okay, there’s now a sample project in the downloads section, see what you think. I should probably include them for the other lighting assets at some point as well…

I’ll throw together a smaller demo with free assets later today or tomorrow. Guess I might as well also email synty and ask them if I can distribute the demo files since it’s just a dozen or so files in there or so…

I didn’t include the demo files in the yymp since most of the 3D assets are from synty and not really supposed to be distributed outside of finished games. Is there something you need to look at?

Lol, thanks. At some point I wanna remake it, there are a few problems that are hard to fix because of the way it was originally made. We’ll see when I have time.

That’s weird, I thought I fixed that already. Anyway I uploaded a version with the fix, let me know if it works.

Scissor regions (added in 2024.8) would probably be the best option, I want to use those for a bunch of clipping-related things in here at some point but I haven’t had the time yet…

Hmm, that’s probably a useful idea. I’ll get around to adding something like that to the project hopefully soon.

thanks!

SpeedTree but for 2D

I’m going to save this in case I need it someday. Some thoughts:

  • It’s a little hard to grab the slider drag handles. The hitboxes should probably be a few pixels wider than the actual images
  • A little crosshair on the color wheels where the currently selected color lives would be helpful
  • Having some kind of presets list for different tree types (oak trees, palm trees, spruce trees, dead trees…) would be handy
  • Being able to have control over small details in trees (flowers, fruit, vines) would also be handy
  • If you ever wanted to make a runtime version of this, it would probably have some pretty interesting uses in procedural generation

I’ve had this thing for an hour and so far annoyed several of my friends by sending them clips of me bopping their Discord pictures in the face.

Any chance of adding a setting for having the arm come out of the top/left/right of the screen?

Okay sorry for the delay, try replacing the Drago3D_Internals file with this: https://gist.github.com/DragoniteSpam/2839c0d97596f3d36066aa6635a9e609

I’ll make a “proper” LTS release after dinner.

Hmm, something probably changed in the way statics are initialized since LTS came out. I’ll look at it in a little while

Can’t replicate it. What version of GameMaker are you using?

The useless ones are usually the ones that are the most fun to make