The animations are very well done. (^^)b
Pikku-a
Creator of
Recent community posts
how do I import it to Gamemaker - as with the newer version Tools -> Import Local Package doesnt allow me to select a .yyp file.
I just realized you were talking about yyp file and not yyz.
I’m not sure how to open yyp files. I think you can just double click it? But if you have a yyp file of this asset, you probably bought it from GameMaker Marketplace. If you buy things from there, you can easily add them to your project using the Marketplace library.
I know you were able to add the files to your project, but I’m just saying this for future reference.
I want to delete my Google Play developer account, but I have to transfer a game to another account to be able to do that.
I can give it to someone if they want it. There are the free and paid versions of Unknown Castle. (Currently unpublished on Google Play.)
It’s made with GameMaker. I would only give you the Google Play app(s) and the right to publish the game on Google Play (not other places). You can keep any revenue that it might generate.
You of course need to have a Google Play developer account to receive the games.
I hope this is the correct subforum for this. :|
You can probably use message_current variable to check what line it is in. For example:
if (textbox.message_current == 2) {
// Do stuff
}
Let me know if that helps. I also have a Cutscene engine that could make making cutscenes easier.
Edit: Also, I think it would be easier to first do some dialogue, then some other cutscene stuff and then the rest of the dialogue.
Sidenote: I edited your post to use code block formatting.
The project file should have a note with the manual in it.
But you can also see it online: https://pikkua.com/software/manuals/dialogue-engine-manual.html
Devlog 42
Last week was bug fixing, testing and improving the difficulty balance.
This week I’m trying to do marketing related things, but I really would prefer to spend that time improving the game instead… ( . _ .)
Anyway, the game will be released next week. April 3. I will see you then. Be there, OK?!
I’m soon going to release Strategy game but with a penguin who has a sword, but I’m not sure what would be a good price for it.
How much would you be willing to pay for this kind of game?
Devlog 40
Mostly bug fixes.
Here is a pro tip for you: If you haven’t been able to fix a bug in half a year, it’s probably something really easy to fix. Ask someone else to check the code, and even if they don’t know coding, they might be able to point out what the problem is.
Yes, for half a year I wondered, why doesn’t the enemy notice the collision with the player, when I wasn’t even checking for collision with the player. (¬_¬;)
It’s easy to add different languages to it. Instead of using strings directly, you just use variables.
For example, in my games I usually have all the text of the game in different languages in a csv file and load it from there to variables that I use with this dialogue engine. You can probably find more info about it in the internet.
Devlog 34
Game is ready for testing. :)
If you want to help testing, you can get your name to the credits. You need either Windows, Linux or Android. Let me know with email (pikkua.games gmail com). For some reason I can’t open Discord so can’t use that for now. If I’m online, you might be able to reach me with IRC (Pikku-a on libera chat).
From now on, I will focus on bug fixes and improving the difficulty balance of the game.
Devlog 31
Added a special skill: Teleport Attack! It’s not completely finished yet but I will show a gif next week.
Also now it’s possible to scroll the inventory with a touch screen, making it possible to now play the whole game with a touch screen. Not sure if I will make a mobile version of the game, but if I do, everything will be ready for it.
Devlog 28
Not a completely playable version yet like I planned, but still making progress.
Finally fixed a bug that sometimes blocked doors in randomly generated rooms. I needed to add some pathfinding to the grid to check if the door is blocked and if it is, regenerate the room. Fortunately, this was quite simple to do using MP Grids in GameMaker.
Devlog 25
Final cutscene has been written and the images for it have been drawn. Now I will start coding it, which will be quick to do, thanks to the Cutscene engine that I have made for GameMaker. It’s really so useful that I can’t wait to rewrite it so that I can use it in Godot too. :)
Devlog 24
Added more music and sounds.
Now there are secret stairs in the menu to skip the played/completed areas of the randomized rooms.
And I made a new image for a cutscene. Here is part of it:
What is the penguin destroying? You can find out by playing the game.
Also, the game is now about 80% finished!
Devlog 23
Last week I didn’t work on the game, I was just chilling in the countryside. Borrowed Celeste from a library. ≧◠‿◠≦✌
But I do have something to share about the game, because last week I forgot to mention some things. I designed 20 more levels, so now there are 50 hand-designed levels. So now I can fully focus on optimizing and improving the random generation of levels.