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Keri

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A member registered Dec 04, 2018 · View creator page →

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After trying out everything you said,  checking the weird cylinder I realized that my sprite origin for the cylinder object was at 0,0 instead of in the middle center, fixing that seems to have solved this ... so I guess the sprite's offset somehow messes up the cylinder's collision boundary? Sorry, that was my bad! 😭(I'm still learning how this collision-checking grid works... :P)

I also have a question in regard to the player hitboxes - when I change the hitbox_radius variable in the player object, it doesn't change how close I can get to the terrain model, I can still kind of clip through it a bit (it stops at the player's exact x/y coordinate). How would I expand this to cover my entire bird character's model? 

I'm working off of the OpenWorld project since that one is more up-to-date and includes extra stuff like the WMHM and footstep sounds, but since it uses a 2D flat sprite for the character, I want to bring back the 3D model collision that the legacy version uses. Did it use a 3D AABB/cylinder for Super Maria? How did you make sure that it avoided clipping through terrain?

Hello again (Not sure if I should start a new thread since this one's getting pretty long...)

So as I'm using the Maria64 engine, I'm trying to clean/organize it a bit so that it'll be easier for me to work with as I make my game. This project of mine will be my next Steam release so I plan on going all out with 3D animated character models, realistic water, lighting, etc...

https://imgur.com/a/eqyozDO

Recently though I'm having trouble with the collision relating to cylinder blocks.  As you can see in the video here, the first cylinder's collision works as expected, but with the 2nd one (that's closer to the edge of the level) my bird character is able to clip through half of that cylinder. So the collision shape for that one is only a semicylinder. I have no idea why this is happening (and I tried checking if this happens in the original OpenWorld project too, but I'm not using the Skelani system for my character so maybe that messed something up in relation to hitboxes/collision?) Do you know what could be causing this?

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Not 100% sure if I did this the right way based on what you said, but this ended up fixing it! Edit: removed the image because that code was wrong... but I adjusted it so that now the prefab paths are in the correct spot and the cursor marker retains the correct size and position. Thanks for the help!

Took a good look in the code and I'm pretty sure the culprit here is within the function "load_level_editor_prefab()".

If I comment out the section "Normalize stuff around (0,0,0)", the paths are now generated in the correct place alongside in relation to the rest of the geometry.

Granted, now the cursor marker's position and size is a bit wrong, but I think that should be an easy fix... 🤔

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Yes I did make sure to finalize the path data before saving the prefab (otherwise the path objects don't get exported at all!) 

When I press "alt" to reset the cursor, that doesn't do anything because when the prefab is loaded the cursor automatically gets rescaled to the size of the prefab. So somewhere in the prefab code the origin coordinate calculation for footpath objects is messed up. Copy/pastes seem to be working fine though, so I'm not sure what's causing this 

GMSMariaEngine64PathOops

In the Open World version's Stage Editor, I noticed that if you save a level with a footpath, and then import that same level with Prefab, the footpath isn't being spawned again into the correct place. Its position keeps randomly being moved along the Y/Z axis. Is there any way this can be fixed?

Uh oh. I've encountered two more runtime errors in the Legacy version's stage editor. You might need to update it again...

This first one happens when clicking on the "Enemies" tab in the editor (I'm pretty sure this error is the same one as before, with the minus signs preceding scripts so it's an easy fix)

___________________________________________

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

ERROR in action number 1

of Mouse Event for Glob Left Pressed for object obj_editoroverlay:

DoNeg :1: illegal reference use

 at gml_Object_obj_editoroverlay_Mouse_53 (line 20) -                         script_execute(-bev)

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

gml_Object_obj_editoroverlay_Mouse_53 (line 20)



----

And then this second crash happens when placing a "Waterfall" object under the "Misc Props" tab in the editor:

___________________________________________

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

ERROR in action number 1

of Alarm Event for alarm 0 for object obj_waterfall:

unable to convert string "" to number

 at gml_Object_obj_waterfall_Alarm_0 (line 4) -     terrain_height  = max(terrain_height,real(my_creation_arg))

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

gml_Object_obj_waterfall_Alarm_0 (line 4)

Thanks for the clarification. I'm definitely going to try to add some of those features back (like the moving platforms) since I'm going to be using this engine for my 3D platformer game! Also in regards to the terrain generation— using a customizable .PNG image is nice, but it would be neat if there was also an option to generate randomized terrain on the fly. You just give it the max Z height and select what biomes you want on a pop-up menu and it spits out some terrain. Just a suggestion!

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Comparing the two project versions, I noticed that some shapes  were removed in the stage editor for the OpenWorld Edition like moving platforms, X/Y/Z tunnel objects, and X and Y cylinders. If I want to have these, do I need to add them back into the newer version? 

(Also is it possible to rotate shapes along the Z axis at all, or are the "ROT" buttons just for rotating stuff along the X,Y?)

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Awesome, thanks for fixing it as soon as you did!

I have a question regarding the Open World project. I edited the "wmhm_overworld.png" image in Paint.net. In-game in the Stage Editor, I made sure to type in "overworld" as the world map name. BUT it's still procedurally generating the same exact terrain when I click on the "W.Map cell" button. I also made sure to click on the "rebuild world map chunk map" reset button on the main title screen, but the terrain being generated is the same.

Is there something else I need to do in order for the random terrain to change/be different besides editing the heightmap image? 

Absolutely MIND-BLOWING! I was trying to make a 3D platformer in GameMaker with a retro N64-style theme, needless to say this is PERFECT! One thing I didn't know how to do while making my engine in relation to the world/level was trying to figure out the Z collision between the player and the terrain model. I didn't want the world to be completely blocky/voxel, so I needed to use more than just AABBs. I see that your system includes slopes along with the other shapes, AS WELL AS a custom level editor to make creating your own worlds easier? AND the fact that you're also able to place your custom level into procedurally generated terrain? This is all extremely impressive!!! Thank you Yal, I can't wait to deep-dive into all of this to see how it works!

One thing though, when I enter the Stage Editor in the "legacy" (non-open world) version, it crashes: 

___________________________________________

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

ERROR in action number 1

of Create Event for object obj_editoroverlay:

DoNeg :1: illegal reference use

 at gml_Object_obj_editoroverlay_Create_0 (line 34) - button_text[c]    = "Creat.Code";       buttonevent[c]  =  -editor_event_creationcode;      c++

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

gml_Object_obj_editoroverlay_Create_0 (line 34)

Hello, I'm interested in seeing this but it seems like you've scrubbed all of the videos/images/documentation on the engine's page and the GameMaker forum. I'd love to buy it, but I want to see what it's like first!

I love the graphics, and the gambling mechanics, it certainly fits the theme well!

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I love the style of it, the concept is similar to other entries but I love how playing it feels and it’s still great regardless!

So wholesome!! So cute and relaxing!! I love the "whee!" sound in the trailer!  Adorable!

I remember seeing this years ago, and as soon as I saw it I loved it. The N64/Banjo aesthetic is great, and it feels very nostalgic. The only downside I would say is that it's too short... I know it's meant to be short and sweet, but imagine how cool a longer, full-length version of this would be! Kiwi bird could be waddling throughout the many worlds, collecting kiwi fruits along the way to defeat the evil Melon King. There's something about Kiwi bird that gives him charm!

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Nice concept! I would say the collisions need to be fixed a bit,  but other than that it's good!

I love it

I love it

Thanks for playing!

Thanks for the feedback!

That background music is creeping me out

Thanks for the feedback! I appreciate it!

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Nice game. It is a unique approach to platformers.