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Gizmo199

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A member registered Feb 17, 2017 · View creator page →

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I would just recommend trying to model the entire river bed + hills / mountains into an actual model and use that instead of sprite stacks, as that could get costly like you mentioned. I would recommend looking into TerrainOps by DragoniteSpam

It uses a rotational sample blur instead of a box/gaussian blur. This was mostly done for performance reasons as sample blurring is more efficient and also fit the 'aesthetic' of the project. You can replace the shader code for the `blur()` function in the `shd_horrifi` fragment shader to another method of blurring if you would like. :) If you are looking for a more general purpose post processing shader, however, I would recommend FoxyOfJungle's Post Processing FX instead, as it will offer what horrifi does and MUCH MUCH more with better results. :)

I Hope this helps!

it could be that this code is running after all of your GUI elements (e.g. the object drawing the application surface runs its GUI draw event after the other GUI elements). You can try to place this instead in the "GUI Begin" event or setting this object to a higher depth / lower layer I believe. 


Hope this helps. :)

Oh interesting! I was not aware of this. Hmm. I will try to investigate. I have been having trouble getting the YYC to work since I upgraded my computer. Thanks for letting me know!

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I have uploaded a newer version 1.0.4! Let me know if this is working for you! :) Game Maker changed the way that objects are referenced and this caused an issue with not being able to find the correct ID when initially loading the animation.

You can just copy over the shader yes. It should work fine with 1. You will just need to set up the uniforms yourself. :) You can also check out this Vignette shader on shader toy and copy it over. You just need to make a few changes. Vignette is pretty easy to make work.

You can try by destroying the instance of RenderPipeline using instance_destroy(RenderPipeline) or turning off the persistence of the RenderPipeline object. This will mean, however, that you need to put FAUXTON_START inside of any rooms that need to use fauxton.

So you can set `fauxton_model_draw_enable(mode, false)` in the create event, and use the `fauxton_model_draw_override()` in the draw event of any object you like. This will work fine with the system, as essentially the system just automatically calls draw events from a single object.

Yes, you only need the world environment and you can start placing lights within your room. Check out the example project to see how lighting is handled in demo 4. :)

Hey! So you can manually control drawing using the draw_override function (so that the engine does not automatically draw the model for you). You can also set up a custom shader for the model as well to achieve the desired effect.

Looking great! I had tried a pixel perfect collision system a long while ago using the sprite indexes of models to check against your current z value with "precise collisions" turned on, but ended up axing it for more standard 3d collisions in my personal projects. Keep up the good work!!

So essentially you need to do some matrix multiplication of the screen coordinates to convert them to world coordinates and visa versa. The camera in fauxton uses an actual 3d camera so you can follow along this tutorial to get the right coordinates:

I cannot recommend dragonitespams gamemaker 3d tutorials enough! If you are ever interested in learning full 3d in GM, he has a huge catalog of various tutorials for creating 3d environments and such in Game Maker! 

Hey thanks! :)

Uhm, no it should work fine, so long as you are making sure to reset your matrix and shader in the draw events. If you think it's the culling, turn culling to cull_noculling in the beginning of the gui and then turn it back on after your gui code. 

Hope this helps! :)

looks like it could be an issue with draw ordering? Maybe re ordering the light / elements will solve it? Alpha channels can be tricky in 3d in general. That would be my guess though. 

haha, the score is kind of cheating really. I just add and subtract scores based on which paintball splats and from which player it came from. I wanted to add in a grid checking system for % of area covered but didn't have time. It (sort of )effectively works the same way since as long as a player is shooting paintballs they are technically covering area, but its not super in-depth when it comes to the score calculations. haha. 

Not sure what exactly is going on, but I got a score 1727! Also big props for adding in audio! 

Great work! gpu_alphatestref and gpu_alphatestenable will help get rid of the 'blocking out'. Keep it up!! I loved the little sprite guy from his different perspectives.

Nice! I like the grass! It most certainly hit the themes! haha. I like the particle sun too! haha. Only real complaint is the horizontal 'look' sensitivity, and maybe a bit faster. Great work though!! 

Very trippy! haha. I like it! Pretty hard to keep track in my mind of what direction I have moved in to know if I am going away from the start, but It wouldn't be much of a maze game if I didn't have to do that, so good work! :)

I won! I really liked that you went for all 3 themes! Great work! Had to get REALLY close to the levers to activate them. Best strategy I found is to put the boat in one of the corners so you can find it easily. Really great work! Love the visuals! :)

Amazing shader work as always. Ran mostly fine on my AMD R9 390, but I did get some major hicups randomly. 

Great work! I like that you made it hold and click. That mouse-sensitivity is rough though. haha. Awesome job! 

Great work! Got to watch it live (mostly) so I knew what to expect coming in. As always well done!

haha thanks! Its not all that difficult really. I uploaded the yyz so people can check it out if they want, but the code is pretty sloppy. haha

WASD - move

LEFT MOUSE - shoot

SPACE - jump

I prefer cheap vaporwave. haha. Very cool though!

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It doesn't have it built in, but you can add it using the "gpu_set_cullmode()" function that Game Maker has. Please keep in mind, however, that this system is for sprite stacking, and doesn't have .obj model support built in, so back-face culling won't be incredibly useful for sprite stacks since they are essentially a stack of 2d planes. This is mostly a quick and dirty 3D solution for beginners, but it should really only be a stepping stone to learning full 3D IMO. :)

If you want to learn more about 3D in Game Maker I cannot recommend Dragonitespam's 3D tutorials enough! They are really well done, and pretty much how I learned to even make this system! haha. 

Best of luck! :)

Thanks for playing! I mostly made this game for a 3 day game jam. haha. I probably won't expand it due to just not having any time these days. Thanks again! I am glad you enjoyed it! :)

hey! So the horrifi_fragment and horrifi_vertex are the code you would put into a new shader. Then you would just put the lib_horrifi code into a blank script and use the horrify_* functions. the unknown object should be the global.__horriFi variable. I would recommend dragging and dropping the .yymps file into your game and adding the lib_horrifi script and the shd_horrifi shader.

Very nice! I was actually toying with a wave function collapse algorithm for procgen in GM recently! This looks great! Good work!

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Yes! It has not been tested on every device, but it does work on other devices, and I would assume every device. Someone tested it on Xbox and it has been tested for mobile as well. 

So I never realized I don't have the alpha being transmitted to the shader. I think I am doing the alpha on creation only, but it needs to be done in the shader instead. So if you go into Scripts > lib_RenderPipelineScripts and go down to pipeline_render() and where it says m = RENDER_QUEUE[| i]; you can add this:

shader_set_uniform_f(shader_get_uniform(shader_current(), "alpha"), m.alpha);

And then I would change the shd_default fragment shader to this:

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
varying vec3 v_vNormal;
varying vec3 v_vWorldPosition;
uniform vec3 ambient_color;
uniform vec3 sun_color;
uniform vec3 sun_pos;
uniform float sun_intensity;
uniform float lightTotal;
uniform vec3 lightPos[64];
uniform vec3 lightColor[64];
uniform float lightRange[64];
uniform float lightIsCone[64];
uniform vec3 lightDirection[64];
uniform float lightCutoffAngle[64];
uniform float alpha;
// Pointlights
float evaluate_point_light(vec3 world_position, vec3 world_normal, vec3 light_position, float light_radius)
{
    // Light position
    vec3 lightIncome = world_position - light_position;
    
    // Light magnitude
    float lightDist = length(lightIncome);
    
    // Send light back
    lightIncome = normalize(-lightIncome);
    float lDiff = max(dot(world_normal, lightIncome), 0.);
    
    // Attenuation
    float lightAtt = clamp( 1. - lightDist*lightDist/( light_radius*light_radius ), 0., 1. ); 
    lightAtt *= lightAtt;          // Return attenuation mulitplied by the light sent back     return lightAtt * lDiff; } // Spotlights float evaluate_cone_light(vec3 world_position, vec3 world_normal, vec3 light_direction, float cutoff, vec3 light_position, float light_radius) {     // Light position     vec3 lightIncome = world_position - light_position;          // Light magnitude     float lightDist = length(lightIncome);          // Send light back     lightIncome = normalize(-lightIncome);     float lDiff = max(dot(world_normal, lightIncome), 0.);          // Attenuation     float cAng = max(dot(lightIncome, -normalize(light_direction)), 0.);     float lightAtt = 0.;          // Cut off attenuation for spot lights     if ( cAng > cutoff )     {         lightAtt = max(( light_radius - lightDist ) / light_radius, 0.);     }          // Return attenuation by returning light     return lightAtt * lDiff; } void main() {     vec4 col = texture2D( gm_BaseTexture, v_vTexcoord ) * v_vColour;              // Alpha     if ( col.a < 0.05 ) { discard; }          // Diffuse and ambient     float nDot = max(dot(v_vNormal, normalize(sun_pos)), 0.);     col.rgb *= ( ambient_color ) + ( sun_color * sun_intensity ) * nDot;          // Spot & Point lights     if ( lightTotal > 0. ){         float eval = 0.;         for ( int i=0; i<64; i++ )         {             if ( float(i) > lightTotal ) { break; }                          if ( lightIsCone[i] == 1. ) {                 eval = evaluate_cone_light(v_vWorldPosition, v_vNormal, lightDirection[i], lightCutoffAngle[i], lightPos[i], lightRange[i]);             } else {                 eval = evaluate_point_light(v_vWorldPosition, v_vNormal, lightPos[i], lightRange[i]);             }             col += eval * vec4( min( lightColor[i], 1. ), 1. );         }     }     col.a = alpha;     // Final color     gl_FragColor = min( col, vec4(vec3(1), alpha) ); }

Hey! I actually have texcubes for this purpose (at least If I am understanding your question correctly. haha). Let me know if this helps! :)

Thanks so much for playing!! I am glad you enjoyed it! :)

absolutely! It's just a shader so you can treat it as you would any other shader. My example just shows it used on the application surfaces since it was designed with 'post processing' in mind, but it can be used for anything you want! You just might need to go into the scripts and copy some things for use outside of the functions I have provided. :)

Cool! Thanks for playing! Yeah we are going to try and expand it for sure! :D

Always coming in clutch!!! You are the best! I hope it didn't run too slowly for you! Thank you so much for playing! Can't wait to give it a watch!

Thank you so much for your hard work! You are a godsend to many smaller developers, as it can be difficult to get someone to play your games and get the necessary feedback required to improve as a game dev!

All hail ZakariaGhorfati!!!!

Thanks! We hope you enjoy it! Let us know what you think!!! :D