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Rob van Saaze

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A member registered Nov 25, 2015 · View creator page →

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No problem! I understand completely. Best of luck with everything!

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Sure thing, please do so through paypal or send me an email with the same mail that you used to buy the asset. If you are looking for something that does have all of those things, I can also offer you a free code for platforming framework for Unity instead. Its a complete rewrite 5 years later.

I will fix bugs and glitches as I have the past years, but new features are postponed indefinitely.

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Hello, that is correct. ALL moving objects should not move at speeds below a full integer. This is intentional (and could be considered a design flaw). I have a newer, more complete platforming framework for Unity available on my page that fixes this. If you wish to try it, I can give you a free key if you cannot reach your desired results with this older asset.

Update: I tried to recreate your issue with faster platforms and there was indeed an oversight which I fixed. See version 1.6 on the downloads page. Thanks for the tip!

Platforming Framework community · Created a new topic FAQ
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FAQ

This post will be expanded as questions come up.

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Share your thoughts!

Platforming Framework community · Created a new topic Bugs
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Please post any issues or bugs you encounter here and I will do my best to adress them!

Thanks for checking!

Thank you!

Sorry, currently it's paypal only!

Hi Diego, 

There are several variables that you can use to set sprites accordingly, for example the flip variable indicates which direction (left/right) the player is looking. All the variables you need are commented in the create event of the player.

Touch controls are tricky, I suggest you look up a tutorial on how to implement them. Once you are wiser, you can simply replace the keyboard_check() functions in the movement script with your own controls.

It does not.

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Hi there,

It seems the latest GMS version has trouble loading project files that were made in an older version. The fix for now is:

Open sprites one by one and modify -> save sprites one by one. Then the sprites will be visible again.

I'll see if I can build a new version soon.

Edit: Seems this issue is MacOS only. Cannot recreate on windows myself.

Pipewerx community · Created a new topic Bugs/Glitches

Share any bugs or glitches you have found here.

Pipewerx community · Created a new topic Comments

Share your thoughts :)!

That's really strange. Did you try in a new project? I don't have access to MacOS I am afraid, but can refund your money if you are unhappy and cannot get things working.

Lil' Fantasy community · Created a new topic Comments

Please share your thoughts! I'd love to hear them.

Diatris community · Created a new topic Comments

Please share your thoughts! I'd love to hear them.

Please share your thoughts! I'd love to hear them.

Torque community · Created a new topic Comments

Please share your thoughts! I'd love to hear them.

Fine Print community · Created a new topic Let's talk

What do you think of Fine Print?

I just tried and the answer appears to be no. It seems that slopes are borked entirely with the latest version of GameMaker.... great. I'll put it on the todo list.

Diatris community · Created a new topic Bugs/Glitches

Post them here please :)

Post them here please :)

Torque community · Created a new topic Bugs/Glitches

Post them here please :)

Hi Smird, thanks for your post. What kind of crashes? The game shows the highscores just fine on my end.

Let me know :)!

Glad to hear! I wish you lots of fun with them :)!

The palette is Endesga36!

Lil' Fantasy community · Created a new topic Requests

Looking for something that isn't in the pack?

Post any requests for new sprites here!

Hi Jose,

Thanks for reaching out. If you look in the script "motion" you will find all the states under the green comments (collapse all regions).

Instead of a classic switch statement, the script uses if statements and calls exit (exiting the code) after performing actions for a certain state.

If you want to use a classic switch statement, just add a switch statement and state variable, wrap the original code in another state  that you call whatever you want and  voila!

You can write a separate input handler and pass its state as booleans to the motion function. If you manually start overriding stuff things might break :(.