Thank you very much!
Grisgram
Creator of
Recent community posts
yes the ghost tile is more of a concept to show off what my engine is able to render (i made quite a cool tile engine in godot for the game - a tech concept). in most modern tetris clones, such a ghost tile is present.
thanks for the idea to make it selectable whether it’s visible or not. i didn’t have the time for a settings menu. i also was thinking about “normal” (4 colors) and “hard mode” (all 6 colors), so you a line more frequently in normal mode.
to me it was a bit unclear what the dice even do. music was too much for my taste. every menu has its own audio button and i couldn’t find one in the dungeon itself. my keyboard has no mute key and I didn’t want to tinker with audio volume on windows so I had to stop after a few seconds, sorry. too much of it. audio control is the first feature you should implement when adding audio to a jam game.
interesting - it’s a standard rng, no special weighting in either direction. 6 possible pieces and a rng decides, who’s next. they all have equal changes.
but i take that as an input, maybe I can tweak a bit in favor of the I pieces.
What i will add for sure in the future is two difficulty modes - 4 colors and 6 colors so your chances are better of creating a mono-colored line
oh, and the sprite sheets of the letter tiles do not match. the xml says they are 256², but in the sprite sheet the images are actually 257 wide and 258 tall, resulting in 1031 pixels of the texture (width of 4 tiles) and not 1024. graphics do not match the xml definition.
There are also some ghost-pixels at the right and bottom edge of the combined atlas png (at least for the wooden tiles)
Hey, I just wanted to use the letter tiles in a word game as particles for an animation of the loading screen.
The rounded edges/corners of the letter tiles are not transparent, they are solid white. only the neutral “letter.png” has transparent edges.
Could you fix that for the next release please? As far as i could see, it’s the same on all variations of the tiles. they all have solid white corners.
thanks!
Hey kenney, I really love your assets - you’re my king! :-) So far I was happy downloading single packs but I think, the time has come to get the package.
Just one question before I click the “buy” button: This is “buy once, including all future updates”? What I want to know: If you release assets 4.0, will I have to buy again?
We use folder coloring heavily as it really increases navigating through very large projects.
I just tried gmedit, found the folder colors to be applied from our main project, good first impression. But then I found no way to adapt the colors inside GMEdit.
Can you add this please? I don’t want to open gamemaker every time when we add a new service to the game and need the folder colored.
Very clean and understandable implementation, thanks for this!
I added a “DisableNode” method, which removes not only **all ** local connections from a node but also all connections, where this node is the destination, so no route can contain this node. Useful for moving obstacles, so you can take a node out of pathing with one line of code. This is especially important, as the current “RemoveNode” implementation in your code does not disconnect the node, so it’s removed from the graph, but their connections stay as ghosts, as they are. RemoveNode now also calls DisableNode to clean up the connections.
The difference between “DisableNode” and “RemoveNode” is, that with “Disable”, it stays in the graph, but does not have any connections, so for a map with moving objects, you may add all nodes when setting up your grid, and just connect/disable them as you need without creating new instances all the time through AddNode, when a map field becomes available again.
Contact me on discord, if you want the function for your implementation, or let me know, if I misunderstood anything in your code :-)
Cheers, Gris
Thanks for playing! English is not my first language and “Last Stand” is translated for me as “final battle”. We have only one kill of the final boss through all people, who played the game so far. So, the world first kill is also the world only kill. I think, this qualifies as last stand, at least for my understanding of this term.
Thank you very much! Well, you can do something like this not in 10, but in 2 or 3 days (I had only one weekend time for this game). GameMaker and raptor are an extremely powerful Duo. I am also a Dev-trainer/teacher. I hold courses about game dev with raptor. See the credits in-game or look here at itch at my game “Towers of Hanoi”
Thank you very much for streaming it! :-) I am a very noise-sensitive person, so my audio always tends to be low volume, because i can not stand loud sounds. In a professional game i’d hire an audio artist, but for a jam, there’s not enough time for this.
undocumented feature: PgUp/PgDn keys increase/decrease volume of the game.
True, that’s something different. But same as you try to challenge yourself with something you never did before on a jam (as you wrote, you tried a new genre), I always use jams to experiment with alternative paths, sometimes those experiments brought up new things, which are worth to explore further, sometimes not. this time, I wanted to find “something to do for your second hand”. Just to keep you all away from drinking too much energy drinks while playing… caring about your health! :D






















