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Jeod

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A member registered Jan 17, 2024 · View creator page →

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Hey RC! I gave this another go, and I used my tricks to externalize textures so they load from disk and compressed audio down to 64k bitrate ogg--and while that got the datafile down to ~740MB, as you can see from the image this game still demands a ton of memory. You can reduce this footprint by splitting the soundtrack options into their own audiogroups and loading/unloading them as needed, although I don't know how much of the RAM usage is due to audio. There is also a crash:

gml_Object_obj_cutscenemanager_Draw_64 (line -1)ERROR in

action number 1

of Draw Event

for object obj_cutscenemanager:

Variable Index [0] out of range [0]

at gml_Object_obj_cutscenemanager_Draw_64

This crash is due to using an android runner--android is more strict about array indexes than Windows. If you don't plan to support android it doesn't matter, but if it's something you care about then I believe the arrays used in that Draw event need to be properly initialized before being accessed.

Glad to see this is still receiving updates!

I don't know if 2.3.6 actually has any of those modern video functions--maybe it's pretty close to the cusp? An alternative could be converting the videos to sprites and playing them that way since the audio and subtitles are separate already. I'll stress there is absolutely zero pressure to follow through with any of this--my note was only meant to be informative.

Hello,

I was able to get this running on retro handhelds, but without the beautiful webm videos. This is because the GMS version used with this game predates the modern video playback system (https://manual.gamemaker.io/beta/en/GameMaker_Language/GML_Reference/Drawing/Vid...), and GMLoader, the middleware, only reimplements modern video playback (see Deltarune). I was able to preserve the audio and subtitles, but for your awareness. :)

Thanks for your work with this game! Having fun with it so far!

I finished it!
https://github.com/JeodC/SuperStarTrek25thGMS

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No doubts so far, you've done a great job with code comments and clarity. Once I've got the remaining functions in place (have all but starbase refills, warp/impulse and combat) I'll upload it to github. Hopefully within a week!

I'm not familiar with ags, but the agsutils tools I used to unpack sprites and audio did not yield the galaxy map background. Perhaps it isn't a sprite in ags therefore not in the .spr file.

yeah I started from your ags source and reworked a few things to fit with what gml expects. It’s not entirely playable as it’s my first gml project from scratch, but the majority of system functions are in. After the core game is complete I’m hoping to somehow make things more modular. Maybe add some custom scenario loader and/or a few extra enemy types.

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Source code release gave me the inspiration and motivation I needed to try my hand at doing something with GameMaker! Hope you don't mind. Porting the code over has been fun!

Hey Mog! I got this demo working on retro handhelds and mapped buttons to keyboard and mouse controls. You've clearly got a banger here. You might've seen some mentions of PortMaster floating around on your Discord server. That's us. It's a niche community but growing in popularity, especially from folks who desire portable games. We did Balatro before it went to commercial mobile phones, too. Usually we ask people to download/purchase game assets themselves and add to our packages to make the whole thing functional, but in this case, I would like to ask for your permission to package this particular v0.32 demo with our wrapper so it can reach more people. Lots of customers who purchase these things (not from us, we're volunteers) install our "ready to run" ports because it means they don't have to mess with their storage system. Whatever your response, thanks for offering your personal touch to the world!

Cheers!

Hey @aloebach the itch.io version is now supported with portmaster and will be live by the end of the week :) Thanks Cicada Games!

Hey there, this thread was recently brought to my attention. I would love to support the itch.io release! Can you shoot me a DM on your Discord when you have a chance? Thank you!

whoa really? That makes this infinitely cooler!

Thanks! We're still playing around with it. If you'd like to follow along out of curiosity and see what else we toy with from time to time, we'd be happy to have you in our Discord server!

It's not going to work for android, sorry.

Can you add a software cursor sprite instead of relying on the hardware cursor?

This is running on a retroid pocket (and other retro handhelds), so now it's even more portable. Great game! What would you consider to be the optimal control scheme for a gamepad?

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Gonna add gamepad support at some point? If it won't work well, how about a software cursor?

I currently use an Anbernic RG40xxH, but I have a small variety of them to test with. We have a whole thing behind the practice, see https://portmaster.games. I did UFO 50 recently, and I'm still learning some optimization tricks too.

Correct, streamed audio does allow players to access them. If you have a blend of official ost and custom audio, you could go in the middle and have the official ost be streamed from disk.

Oh whoa, thank you!

Hi, the only changes I made for the port (not a mod) are bgm music swaps and adding Q and E and keyboard options for scrolling through cards. Everything else is untouched. It's had 1,970 downloads since publishing :)

https://portmaster.games/detail.html?name=pocketcrystalleague

Fun game. If I click an empty space in the bottom inventory popup, the game crashes.

Would love to put this on retro handhelds, but it loads way too much into memory. Any way you can externalize the bgm for streaming instead of using embedded? Would also help in making the music modular, an optional addon to reduce final package size in the end. Thanks.

That’s an anbernic rg40xxh, it’s using a compatibility layer to translate the android yo-yo libraries to arm.

I hope you keep up the development work, this brings back memories!