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Karlstens

36
Posts
22
Topics
32
Following
A member registered Apr 25, 2017

Recent community posts

This is the best add-in for GMS2 available. I've even created a template project that has this add-in loaded by default.

@YellowAfterlife finally had some time to look into the latest update. Following the return errors I was able to get up and running fairly quickly, I appreciate the guidance. I do run into a crash if I change the "Effect_1" : Effect Type parameter from one effect to a different effect. Is this a current limitation, or have I perhaps missed a step?

Return error below - but I can confirm that I can alter other parameters within an active Effect Type without issue.

___________________________________________ ############################################################################################ FATAL ERROR in Room Creation Code for room rm_blank  fx_set_parameter() - first parameter should be an FX object  at gml_Script_live_room_loader_add_layer (line 297) -                                                  fx_set_parameter(l_fx1,l_pp[?"name"],l_f); ############################################################################################ gml_Script_live_room_loader_add_layer (line 297) gml_Script_live_room_loader_run_impl2 (line 329) -               live_room_loader_add_layer(ds_list_find_value(l_lrs,l_lrk)); gml_Script_live_room_start (line 406) -               live_room_loader_run_impl2(l_rm2); gml_Room_rm_blank_Create (line 1) - live_room_start();

I recall reading on YoYo forums recently that they're also planning further flexibility to layers so that objects/layers may be assigned to them - so it will be interesting to watch how this feature evolves. 


Thanks again for such an awesome tool.

Yup, completely understand. I can't thank you enough for the tools you create and develop. 

I will have time this evening to look into the recent update - quickly testing on my coffee break now, importing the latest version that I've acquired from the YoYo Market place, re-importing the updated plug-in files into my project (that was working last night with other room updates without crashing, but no FX updating), I'm now receiving error;

############################################################################################

ERROR in

action number 1

of Async Event: HTTP

for object obj_gmlive:

Unable to find a handler for exception { value : Please add a completely empty room, add live_room_start(); to it's Creation Code, and assign it to live_blank_room in obj_gmlive's create event., longMessage : , message : Please add a completely empty room, add live_room_start(); to it's Creation Code, and assign it to live_blank_room in obj_gmlive's create event., script : , stacktrace : [ "gml_Script_gml_std_haxe_Exception_thrown:1250","gml_Script_room_goto_live:94","gml_Script_live_room_updated_impl:104","gml_Script_live_async_http_1:151","gml_Script_live_async_http:179","gml_Object_obj_gmlive_Other_62:1",0 ], __exception__ : 1, h_native : { value : "Please add a completely empty room, add live_room_start(); to it's Creation Code, and assign it to live_blank_room in obj_gmlive's create event.", longMessage : "", message : "Please add a completely empty room, add live_room_start(); to it's Creation Code, and assign it to live_blank_room in obj_gmlive's create event.", script : "", stacktrace : [ "gml_Script

 at gml_Object_obj_gmlive_Other_62 (line 1) - live_async_http();

############################################################################################

gml_Object_obj_gmlive_Other_62 (line 1)

I've created a blank new project in GMS2 ver 2.3.7 and tested both the Room and Object GMLive processes are working as expected, which they are. But unfortunately the new layer Effects don't seem to update via GMLive. If an effect layer is updated either with a simple tweak to the active effect or a new effect type is switched out, the effect turns off within the game session (but at least it doesn't crash).

Would be great if users could map out their keyboard to commands - and even the possibility for them to map them for executing scripts. 

Rotating the selected objects for example, could not only be mapped to "R" or "Spacebar" (or whatever), but also have the rotation amount per-configurable too. Or perhaps, the user might have created a "Rotation" script, so by pressing "R"/"Spacebar"  the script will execute.

Is there a quick way/short cut key to uniform scale a selected object? If not, then this would be a great addition to have.

Game is pawsome. Well done!

Are there any plans to support Javascript for scripting, or strictly Lua only?

This is so cool!!! Thanks for sharing.

Using my laptop (no mouse), when I hold Q and hover over an object, the rotation arrows appear and highlight, but unfortunately they don't seem to interact when I click and hold them, and the desired object doesn't rotate.

Yah, I'm all for any art tools that can provide workflows that assist with creating 1990's dos games art portraits from real photographs. Classic example from Dune II below - can't help but wonder how they put this together 30 years ago...

Download Dune II: The Building of a Dynasty | DOS Games Archive

Excellent, can't wait to try! Will let you know when I get a moment.

(1 edit)

Yeah, I second this. Although I do this via code within my game engine (GMS2), would be cool and simple to have it pre-rendered in sprites.

Example - turning this;

https://gfycat.com/totalincomparablechrysomelid

Into this;

https://gfycat.com/academicunkemptlark

I've just started playing with the GIF export, and for a fairly simply GIF file of 8 frames spanning 1 second, it took about 5 minutes to export.

Just figured I'd report upon exiting the app this evening. I'm post editing the output sprites from Asset forge - I'll be very VERY interested to see how Pixelover works with the 3D models directly.

Yah, I'm on discord, mainly lurk about the GameMaker Studio channels.

Cool! More than happy to test this feature (and others) for you if needed, simply reach out. Happy to help if I can. I can also provide sample data too if needed.

(2 edits)

Hello! Finally, I have some more time for using Pixelover, such a cool app. I was just needing a feature and hoping it may be implemented in the future - Upon selecting multiple images for opening, have an option that allows the users to import all the images as a single Sprite Sheet. Using GameMaker Studio 2, users will typically (but not always) want to export a spritesheet from Pixelover, which makes workflow a little odd when importing single mass-images from an app such as Asset Forge (which I've also requested if they can export as a Spritesheet instead of single images)


Hi Kenny, any consideration for this option for the next update to Asset Forge? Spritesheet export is super useful, especially when editing the export in another paint app such as Pixelover.

Excellent. I'm thinking that further Shapes support might even roll-up into the 3D aspects of the app, in that 2D vertex buffers of all-shapes-and-sizes could perhaps be supported, different shaped triangles, various meshes etc.

But yeah, in summary, glad you've heard out this idea for consideration - support for gradients (with the ability to tweak alpha) across shapes (and other aspects of the app) would be useful as heck. I suspect you'll see some very cool artwork created by users once they're available.

First off, THIS APP IS AMAZE!! So happy I purchased, it's great! 

I was playing about with a sprite sheet from Pixel Planets, and was wondering of how I could use PixelOver to create a planet atmosphere using either shaders or shapes? The outline/inline FX would work well if the FX could have a gradient alpha overlay, fading from one colour/alpha to another colour/alpha. Perhaps there's a way to do this, perhaps there's not?

Also, is it possible to make a ring/doughnut shape?

I'll keep playing about for a few days and will post back if I find a method. Thanks! 

Heya Ken, I've been really tempted to pick up your app. Is there any workflow that will allow the creation of non-symmetric designs? Even if it means creating two  shapes and joining them after creation?

Thanks for considering! I'd say, if you were to execute palette import, the .HEX format looks super straight forward, as it's simply colour hex codes separated by a line break. I guess you could set a hard limit of the first dozen colours (or 9 for Space Gen, and 10 for Planet Gen - or perhaps standardise the two?)

Thanks again, such a cool app.

Really enjoying your planet/space generators. May I ask if it's possible to support importing colour palettes, such as from the website; https://lospec.com/palette-list

Supporting palettes would help speed up development when by matching colours between the planet and space generator, plus the game engine.

I just wanted to share my appreciation for your SVG Loader tool. I really wish GameMaker would work directly with SVG media, but until YoYo add support for SVG into their roadmap, your tool works to bridge the gap.

For anyone wanting to create SVG art work, I find https://vectr.com/  works well.

Job well done. *offers out hand slowly...*

Hello,

I've just noticed that draw_rectangle_colour() isn't drawing with all four colours, and only the first colour seems to be used for the entire draw command. 

In testing other commands such as draw_triangle_colour(), it doesn't seem to execute at all and crashes the app. Although draw_triangle() works without error. 

I think one of the main advantages of using GMLive.js is that it allows the user to quickly scratch together some boundary and colours for their projects, so I think to have colour commands working should be listed as important. 

Only tested on one system, not sure if others can duplicate this issue. 

Like an outline, a toon shader, but somehow keeping it with the colour themes/texture of the ship. 

Sooo cool! Any chance that you could add a final spaceship border tickbox? And a sprite export would be handy too.

Feels good;



What? What is this witchcraft!? WITCH! A WITCH! A blendy, useful-as-heck WITCH I tell you! BLEND IT. BLEND IT AT THE STAKE! 

(2 edits)

Hi Kenney and everyone,

Figured I'd ask for this feature request for exporting sprites as a Sprite Sheet;


Hopefully not too tricky to implement, with further sub-options of either a sprite strip, or a grid format of 4 x 8 = 32 (or even the ability to have 10° increments for a 6 x 6 grid of 36 frames)

Hello! 

Would it be possible to colourise the Output text so that when a show_debug_message("Hello world!") message posts to output that it has a different colour to the other general Output text?

(1 edit)

Hello and thank you YellowAfterlife for such an awesome app. 

I'm thinking that this feature request may benefit users in a few ways. For me, I've wanted the ability to create and use Template Projects in GMS2 for a long time. But as I've started using GMEdit more and more, I realise that this app is perfectly suitable for the same such feature - one that allows the user to duplicate and rename projects from the "Recent Projects" list - essentially treating any/all projects as potential templates for new projects. 

Keen to hear your thoughts on implementing such a feature (or if a clever workaround already exists for this workflow). I think it would be super handy, creating a project in GMS2 with settings and media, and then being able to treat that project in GMEdit as a template, duplicate it, rename the copy, and then code the nights away. 


Thanks again, and also thank you for the builder plugin, it works great!

Thank you so kindly @YellowAfterlife, brilliant as always!

Hello, I've downloaded Autoit and copied this script, then compiled into exe and ran, but unfortunately it doesn't work, either with GMS2 or the GMS2 beta. Having spent zero time with Autoit, I figured I'd ask here to see if anyone else has some experience with getting this working? 

The script looks to compile OK and runs in the task-bar tray, but it has "script paused" ticked when I right click the icon, and the icon flashes constantly to a red cross, which my guess is telling me that something's not working...

Thanks! :D Best app ever.

This is such a cool app, spending some time with it, seems solid!! Are palette .PAL files standard with other apps, or custom for img2pixel?

I'm keen to test this out, are there any sample projects that ship with the app?

Thanks for getting back so quickly, and completely understand the effort involved. I'll continue to use the GMLive plug-in for the time being as that has always worked well.