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PsychicParrot

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A member registered Dec 02, 2013 · View creator page →

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Love it! Great little showcase for Kwyll, I think. 

I downloaded the .tap file and ran it on a 48k emulator. The only issues I had is that the display for the presents didn't reset after I completed the game (when I restarted the game, it still showed collected presents in the display) and also the 'well done' didn't stay on the screen long enough! I think I may have pressed a key by accident, so maybe, if it's set to disappear after pressing a key, you could add a delay so you don't miss the message?

Really enjoyed the game overall, thanks for the Christmassy fun!

Awesome!

My set click now looks like this:

options[0].set_click_func(function(objid) { edit(objid); }, [self]);

And that's passing in the object so I can use instance_destroy to close it right in the function. Perfect!

Just incase you're wondering, I'm using a function in the function so I can call the same code for both controller and mouse. My controller code calls the function from Step, so I didn't want to duplicate that code in set_click_func as well as there.

Anyhoo - thanks again for your help I really appreciate it :)

Gah! I've been bitten by scope haha thanks Ome6a. I have a function that gets called by set_click_func so yeah.. that's it! I'll use the id instead :)

Hi,

Something I've been struggling with is how to go from one UI window to another. As an example, the main menu to the options menu.

As far as I can tell, we have every different UI window as a different object - so I'm spawning the new UI object (w/ instance_create) when I need to jump to another window, and then trying to destroy the object for the previous UI.

When I try to use instance_destroy() in the UI I want to close, it often causes an error like (below I was trying to open a new UI and close the current one):

ERROR in action number 1 
of  Step Event0 for object obj_autoGUIMenu_parent: not an instance  
at gml_Script_editLib@gml_Object_obj_DayResults_Create_0 (line 38) -         
instance_destroy(); 
############################################################################################ 
gml_Script_editLib@gml_Object_obj_DayResults_Create_0 (line 38) 
gml_Script_anon@211@gml_Object_obj_DayResults_Create_0 (line 9) - global.options[0].set_click_func(function() { editLib(); }); 
gml_Script_zz_private_check_if_hovering@anon@17422@AutoUiElement@AutoUiElement (line 426) 
gml_Script_step@anon@7389@AutoUiButton@AutoUiButton (line 179) -         zz_private_check_if_hovering(); 
gml_Script_step@anon@13630@AutoUiFlexContainer@AutoUiFlexContainer (line 386) -                 _item.step(_xx,_yy); 
gml_Script_step@anon@13630@AutoUiFlexContainer@AutoUiFlexContainer (line 384) -                 _item.step(__xx,__yy);     
gml_Object_obj_autoGUIMenu_parent_Step_0 (line 1) - flex.step(display_get_gui_width()/2, display_get_gui_height()/2); 
gml_Object_obj_DayResults_Step_0 (line 2)

So, I guess this is not the correct way to do it. What is the best way to 'shut down' a UI? Do I need to destroy the containers first? 

I tried having instance_destroy() on a timer for 1 tick but that made no difference either. Instead, I've been adding code to the 'next' UI to close the previous one, but it's a bit messy so I'm hoping there's a cleaner way to do it?

Thanks for your help!
Jeff.

Love it! Thanks for the update - autocomplete makes life a lot easier, so I really appreciate that! :)

Oooooo that's brilliant! Nice one, ome6a! Looking forward to it :) You rock!

OH this is exactly what I was looking for!  ... how did I forget it exists? *shrug* .. the stuff in the notes folder has everything in it, I just forgot it existed. Sorry! Please ignore!

Is there a list of all the objects and their properties/functions/methods anywhere? Trying to find things by digging through the code is pretty tedious tbh, and using the built-in code editor I don't get much in the way of autocomplete on any of it either. Having some documentation with a list of everything like that would be really useful.

Thanks!

Yes! This is perfect, thanks for the quick reply! 

I did wonder if there was a 'set_checked' function but wasn't sure where to look for it, tbh.

This is def. enough for me to get the basics up and running. Cheers!

Hi! I'm really loving AutoUI so far - it's lightyears ahead of what I've been hacking together in GM myself and very welcome for my current UI-heavy game project :)

If at all possible, I would really love to see some sort of video or a quick guide on adding controller support. I'm using AutoInput (another brilliant tool you've made!) but I'm not yet sure how I'll go about putting the two together. Once I've got my basic windows all up and working, it's something I'll need to look into, so if there was any kind of help from you on where to get started on this I'd be even more mega grateful than I already am!

Thanks for making this system - UI in GM is painful and this honestly makes it a LOT easier.

Jeff.

I really like it! Nice sprites, spooky sounds.. all good stuff! Nice work :)

Absolutely wonderful, Sloany! Nice one!

I'm really glad you posted the game up there - I know it's early days, but it's already really cool and I'm genuinely excited to see where it goes. Please keep up the awesome work, we need more awesome indie racing games - ESPECIALLY rally games as cool as yours!! :)

This is a great start! I played with an Xbox 360 controller and I didn't have to map it or anything, it just worked. Yay!
My biggest ask would be for more turning power at low speeds and perhaps a more powerful handbrake. That low speed turning was rough when my handbrake turn didn't work - I felt like I was stuck.  As a dev, if I was doing this I'd add a little bit of steering torque force to help turn the car (cheating!) so that you (the dev) get more control of how it turns in a slightly more arcadey way, and you can also tweak torque amounts to improve the handbrake control. Not saying you need to do this or anything, just saying that's how I'd deal with it to make it a little less reliant on the wheel physics etc. Relying on the steering alone can be tricky to get right, but with some extra spinny torque forces I find you can control the turning easier.
I'm enjoying the style, the graphics, and I really like the surfaces too - they feel distinct. Sounds are good as well.
I love rally games and I already feel like this has loads of character. We need more rally games! Keep up the amazing work! :)

I really enjoyed this, it was a fun journey! Thanks for making it.

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Love it! Really nice game. Love this TRON sort of visual style everything fits together really nicely :)

I know I'm 3 years late to the party, but .. thanks, ZXDavies! This is a really nice review :) 

Maaate! That’d be grand :)

BRILLIANT! I love this. Reminds me of 80s game mags and it's great!

These are fantastic! Thanks for sharing them with us all :)

Hi François! As you know, I love this pack and your music. I’m using it in my game Die for the Economy! and I think I’m using almost all of the tracks (I’ll have to go back and check) .. my game is dystopian but also arcadey so the whimsical tracks suit it as well as the more serious ones and I think it’s the more mellow tracks that I ended up not using just because of the pace of gameplay.

I’m so grateful for this pack - the sound quality is excellent, the mixing is professional and everything about the music screams quality - there’s some really nice, complex music in this pack and a good range to suit a lot of different types of games.

Thank you again for sharing it here and allowing me to use the tracks in my game. You’re amazing and I’m now a fan of your work.

Grazie per aver giocato e grazie per aver realizzato un video eccellente! Questo mi rende davvero felice 👍

Great game! Looking forward to finding out what's *really* going on at C. Tech. Thanks for making it!

Thanks for the reply. I'll send you an email :)

Hi! I can't get this to run on Windows 11. It crashes as soon as I try to open it - an initial window opens, with nothing in it, then it just closes.

Is there any chance you will be supporting Windows 11 for this game? 

Thanks! Jeff.

Thanks for playing it! I really loved Bomb Jack on the Speccy, but always found it a little bit too difficult for me. I wanted to make something a little less difficult (or at least have the choice to play it in an easier mode!), and still trying to capture the vibe of the original in the controls.  Also, you don't see many other games like Bomb Jack so I think it was past time it got some love :)

Thanks for the comment! Glad you enjoyed it. It's not perfect, but there's definitely some fun in there I think! :) Sadly, Mudfire is long lost but I do like the idea of including an older version of Headlong. I'll have a look on my backups and see what I can find.

I don't speak Spanish (sorry) but here is a Google translate, just incase:

No hablo español (¡lo siento!) pero aquí hay un traductor de Google.

¡Gracias por el comentario! Me alegra que lo hayas disfrutado. ¡No es perfecto, pero creo que definitivamente hay diversión ahí! :) Lamentablemente, Mudfire se perdió hace mucho tiempo, pero me gusta la idea de incluir una versión anterior de Headlong. Echaré un vistazo a mis copias de seguridad y veré qué puedo encontrar.

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Thank you for posting these amazing words! Really appreciated. I do love the idea of an Amiga port some day, but I've never programmed the Amiga outside of AMOS. Hmm.. wonder if I could make this game in AMOS?? Anyway, thanks again. You rock!

These are really really good! Thank you so much for making and sharing them.

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This looks lovely! Really nice looking game, can't wait to see more!

Heyyy that's AWESOME! Thanks for playing and for including it in your video! :D

Thanks for making the video! Glad you enjoy the game!

Thank you thank you thank you for giving it a go, and for your kind words! I’m speechless and very happy to hear you had fun with it and I can’t wait for you to play the full game when it launches next Wednesday (the 18th)! Cheers!

You got there eventually, that’s all that really matters! 🤣👍 

Thanks for the reply! Yeah, if I could preview random colours in GEON (a checkbox would be perfect) that'd be useful to me. I like a lot of funky multicoloured particles! Cheers!

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Absolutely LOVE this program. I think it's amazing for setting up GM particles and I'd probably have gone mad without it. My biggest wishlist item would be a way to do random colours (right now, to achieve this I'm spawning particles individually in Step, using a random colour, and every time I need to do this I forget how to and have to look it up so if Geon could export code for that too (even commented out) it'd be super handy for me lol). Having a way to preview random colours would be a help, if at all possible.

Anyway though, I love it and I'm really glad I have it. It's a MUST HAVE for anyone using GameMaker. Thanks for making it!

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Smeggin' BRILLIANT game!!!!!! Just smashed my high score .. 10900 

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I'll be giving it another good go over the weekend - I *will* get past level 2! (or, at the very least past the first bog!!!!)

Was it also the *meanest* game competition, too!?? lol that's well 'ard! Them death thingies on level 2 are brutal. Kept me quiet for a bit, mind, so thanks for that :)  .. highest was 144 and I couldn't get past level 2. Yeah, I guess I'm no hardcore gamer, eh? I do love your graphics. Very Matthew Smith! Cheers!