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Klno

52
Posts
9
Topics
37
Followers
A member registered Mar 21, 2017 · View creator page →

Creator of

Recent community posts

i mashed though like 3 min intro to get softlocked after the character said "Wait for me"

Thank you so much man worked like a charm

(1 edit)

Sorry if this isn't the place to report this

After some gms2 runtime update the builder extension started compiling the game as if the "clean project" button was pressed every compile (repackaging spritesheet, converting sounds etc) making compile times longer, i wanted to know if there is a way to solve this besides going back versions thanks 

whynne told me to tell you that the controls on chrome don't work

Hold da click button

As the title says array variables don't apear on the auto complete list, i think it would be nice if they did.

UI is pretty polished and options for the training mode are cool

I don't know if it is a bug but certain moves make it so the enemy can't be launched anymore some times, the ones ive found are the last hit of your 3 hit combo and the air spin again it is some times, if it is some condition im not picking off and intentional id consider changing it because it feels bad to waste a bunch of heat for no payoff.

i think its cool that the back of your sword deals damage but i feel like it still knocking back towards the direction you are looking at could be problematic depending on how the enemies behave, as an extreme example say that an enemy deals contact damage, you could push it into yourself and hit yourself for fre.

(3 edits)

I personally like to region functions for example

function scr_example()
    {
    }
.
.
Into this
    |
    |
    V
.
.
#region scr_example
function scr_example()     
    {     
    }
#endregion

I would find it pretty helpful if there was a keyboard shortcut to do that automatically with all of the functions present on the tab. Thanks

didn't clarify that, creator is just an instance id

(6 edits)

Ive gotten this error on some pieces of code, the code works whenever it isn't being updated

[live][3/10/2021 11:04:36 AM] Runtime error: [error] Expected an index    called from obj_moving_platform:Other_11[L2,c20]


It might have something to do with me using the user events rather than step.


This is the code that triggers the error

if live_call() return live_result;

if (instance_exists(creator))

{

x=creator.x+xOff*xsMult;

y=creator.y+yOff;

var xdif=x-xprevious;

with par_alive

if (noOneWayTime<=0)

{

if (id!=other.creator && y<other.bbox_top)

{

if (place_meeting(x,y+12,other)) 

{

if (!place_meeting(x+xdif,y,par_unpassable)) x+=xdif;

if (vspd>=0) 

{

vspd=0;

var spr_yoff=sprite_get_yoffset(mask_index);

y=other.bbox_top-spr_yoff;

}

}

}

}

}

else instance_destroy();

(1 edit)

Thank you, tested it and it works now.

I can't get it to work on it i get the update message on the gmlive console but it doesn't actually do anything with the shader

Would like to say that it is just an inconvenience i wouldn't care if it was on the very bottom of a todo list

Downloaded new beta and deleted all my configuration files, created a new project just to test it and it happens still.

I believe it stops happening after you compile, but it seems fairly random, only thing that is consistant is that after it stops happening on an instance of gmedit it stops forever on that instance.

(1 edit)

There are no more error messages the problem still persist

Updated to the newest builder, problem still stands tho

Edited post and here is the log

(1 edit)

This is an issue ive had for a while now where the autocomplete menu doesn't get drawn, it is functional but the list doesn't get drawn, it seems to get fixed at random, so i don't discard it being me pressing a keybind on accident.

If anyone knows how to fix this please tell me

Bots are getting crazy

(1 edit)

So i noticed that having GMLive on my project increased the compile time by 20+ secs, but i found out a fix, move the included files into your project folder rather than the included files folder.

Done, now you will have to drag the project instead of clicking the server directly but you will have way shorter compile times.

Thanks

I find the folding on brackets really cumbersome, and the fold all "Ctrl+M" which i like to fold all regions also folds brackets, i would like if this was an option, or if there was another key combination to fold regions only. Thanks.

(1 edit)

It's cute but some of the puzzles felt like trial and error.

(1 edit)

Card games aren't my thing, that said i thing this might be the game with the best art ive seen out of all of the ones ive tried, good job.

oh, well the little room looks cool, all of the animated textures are really unique.

Im going to assume you need a cellphone to progress....

Thanks, fixed the bug where the healing potion gets thrown after you used it.

Thanks for the feedback, yea weapons and boss health will be tweaked.

You can rebind your keys on the character select menu.

thanks for playing

Simple, only thing i would add is being able to swap paddles with the mouse wheel to be able to play with one hand.

The best way of juggling the ghost is moving in circles is probably a better way of putting it, also the shop could be advertised a bit more, i closed the game then saw a screenshot of the shop on the itch page and went and bought stuff on it.

I personally play with keyboard, its just getting used to it.

Too buggy.

got out of bounds by riding the elevator to the bottom floor

You can call the elevator to the floor you are on and the elevator will stop you for a while.

also the character is extremelly heavy

The art and sounds are good, the gameplay ends up being a lot of just moving in circles.

Ive played god hand a lot before so the controls were easy to pick up, the heavy attack animations could be shorter and move you less, also blocking with the sword is less intuitive for a player that hasn't played god hand since it makes no sense that i "blocks" attacks that come from the side, good job besides that.

___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_player:

Variable <unknown_object>.status(104321, -2147483648) cannot be resolved.
 at gml_Script_live_call (line 10132) -                             if (l_th.status == gml_thread_status.done) {
############################################################################################
gml_Script_live_call (line 10132)
gml_Object_obj_player_Draw_0 (line 1) - if live_call() return live_result;
gml_Script_scr_draw_depthsort (line 22)
gml_Script_scr_draw_surface (line 211) -                                    scr_draw_depthsort(true);
gml_Script_scr_draw_game (line 4) -        scr_draw_surface(surfKinds.game, false);
gml_Object_sys_game_Draw_0 (line 1) - scr_draw_game();

i did the renaming macros function, now this error pops up instead

Fixed both the water quirk and barrier bug, made it so negative effect potions get thrown rather than drank, and grapple is a planned skill.

Thanks for playing.