GameMaker Studio 2!
Recent community posts
Great work! I am gonna pin this.
You should do the same for the final version, I changed a lot of things, moved some things around and also added more skills too.
Maybe we can get a wiki going?
Hey, sorry to hear this!
I haven't actually tried running this through the itch.io app, so that may have something to do with it.
Try just downloading the .rar file and exporting all the files somewhere, and then executing the game's executable.
For most people, the game is super laggy because of either anti-virus options, graphic card manager options or just because they are executing the game inside the rar file.
Let me know if any of this helps!
These are all placeholders. We tend to use placeholders for jam games. When you have 2 weeks to make a game, the final product can be a bit rough!
Final version has, of course, 100% original art assets.
Hey guys! The game has been VASTLY improved optimization-wise. I rewrote the entire code base so it should work much much better now. Some more info on this:
- When there are a lot of the same item in the ground, they just "group up" to reduce lag. So instead of 100 Coins you only see one coin sprite but it's bigger and it has the number "100" at the bottom to represent the higher value.
- Buying lands is not a problem at all anymore. This is one of the first things I fixed! Not only the final release contains MORE lands but also there is always something special in each land you buy. Ruins to explore, enemies to kill, NPCs to interact with, etc. There is ALWAYS something different in each land, and you can buy them all without lagging the game.
- The only problem I still have is when I place a lot of buildings and have them all be crafting things at the same time. Say I build 1000 furnaces and they are all making different items. I still get a few hundred item drops on the floor that start to lag the game a bit (drops about 10-15 fps, so it's still very much playable). I am going to experiment some more on how to optimize this as well!
Thanks for the support, by the way! :D
Omg so sorry for the tease lol. I think that was a jerk move on my part...
But jokes aside, the game is almost done! :) After I finish working on this the folks at Humble are going to localize it to several languages, do some testing and QA and port it to Switch. We can then release during the Fall!
Hey everyone, just wanted to let you all know the new codebase is MUCH more efficient in the new Steam version. I tried to go back to the demo and make some of the code more efficient but at this point it's a mess and it will take me forever.
I realize where most of the mistakes I made are, though. Since I had to make the original game in just 2 weeks for a jam, I made a lot of design choices that were implemented in just straight out weird ways. Resources (the little floating pick ups) most noticeably... Try to have as few as possible of those on the map at the same time!
For those that have instant lag no matter what they do as soon as they fire up the game. Does that happen with other GameMaker made games that you know of?
Thanks a lot for the great feedback! This is insanely useful!
Here is the building efficiency math:
Base efficiency: 100%
Blacksmithing skill: +20% (Forges & Furnaces)
Engineering skill: +30%
Generator buff: +180% (doesn't stack with other Generators)
So the maximum possible efficiency for Forges/Furnaces is 330% and for every other building is 310%.
Another cool thing to note is that Generators also increase Mining Rod's attack speed!