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A member registered Oct 18, 2020 · View creator page →

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thanks for the response. I went down a similar rabbit hole and can't even access my license for 1.4 anymore after the Opera merge. I thought if I validated the license I could offline use GMAssetCompiler at least for a short time before having to open the IDE again.
I was also trying the live compile on 1.4 and couldn't tell what was causing the project to erase the project XML sections and I think it was circling back to the live compiler and breaking.
I just installed game maker 2. I really didn't want to mess around with a new version but here we are. Of course out of the box it seems project importing just doesn't work.
After some debugging I found out that sprites and sound could be imported if they were in a project alone. The issues arrived when script files came into the equation. The import project stuff seems to never work if there are scripts to convert.
I actually generated most of my 1.4 assets through a conversion script I made that converted Javascript on an opensource project into the game maker XML files.
When moving to 2.X it seems those GMX XML files now contain GUIDs on everything, so a simple conversion didn't seem possible without a way to generate my own GUIDs for game maker to use. I couldn't find any resources on how game maker even made those IDs to make my own.
Luckily, and absurdly, script files are just plain text in 1.4 and 2.X, so it seems I can code my own conversions here. As theres no GUIDs. So thankfully the assets imported.
I have been coding in GM 1.4 for a long time and the UI has made clean code standards very difficult in many different windows.
I am digging this open source IDE approach, even 2.0 has an odd coding interface.

Another oddity in gm 1.4 is after so many sprites texture pages take ages to load. So far it seems 2.0 doesn't suffer in this way. Though, in 1.4 you can 'disable' entire pages which is helpful (except you can't see the sprites...).

Anywho, hopefully 2.0 works out better.

When using GMEdit to develop, at some point between writing code and flipping to GM 1.4 to compile the game code the becomes populated incorrectly.
It arbitrarily overwrites the <script> value with 1 or more files as duplicates. And Overwrites the rest. Causing game maker IDE to see duplicate function names and lose code. However, the script files are still there on the harddrive. Just the XML is wrongly populated.
See "reloadSave" populated incorrectly under "page_createDeck" , overwriting whatever fils were actually there.
As it also exists correctly at the bottom of the XML.
In summary, reloadSave duplicates throughout the XML making it look like other scripts are gone.

<scripts name="page_createDeck">

      <scripts name="deckCreate">





    <scripts name="saveUtil">


yea that makes sense.
Could keep the road pathing system for walls, or zones similar to mario kart where something puts you back on course.
Could reduce speed based on clamp distance to not necessarily stop the players from going off course, but have no advantage for roaming like wave racers was a lot of fun.
do you have any tutorials on doing water / changing textures on the d3d models?

A lot of fun.
Spent the past few days checking it out.
If you want to go off road you can, with some extra steps
Under car physics removing
w = clamp(w,-1,1)
You can go anywhere.
Issue is the only thing with a 'height map' is the road generated from the Paths.

You can create a global 2D Array to store a height map and capture points during the 'stage_model_create' phase.

1. get the length of the total grass line

2. divide it by the grid size for the height map. so a 96 width line with a 32 pixel grid gives us 3 'segments'

3. find the total z-depth by taking the known Z of the track (max) and the known z-depth of the ground (min). So a zdpeth of 100 would be 100 -0

4. we know we need to descend 100 pixels in 3 segments. or 100/33 (33)

5. for each segment calculate the point of the road to each segmented point.

basically doing

100-33 = 77 z depth

100-66 = 44

100-99 = 1

Pseudo code


var newXForInBetweenWall = txx + lengthdir_x(Dist,Dir);

var newYForInBetweenWall = tyy + lengthdir_y(Dist,Dir);

// round to our grid for height map

newXForInBetweenWall = round(newXForInBetweenWall/spacings)*spacings;

newYForInBetweenWall = round(newYForInBetweenWall/spacings)*spacings;


global.heightm[newXForInBetweenWall, newYForInBetweenWall] =  (zz/totalSegmentsOfWall) * (wallCtr);

In Horse Dash Run you can jump and dash through obstacles but make sure you watch out for Angry Head.

Mechanics In-depth:

You can jump and flip gravity after a certain height. You can dash through stars for points.
When you change gravity stars will fall on you so be careful.
Big blue orb powerup turns you transparent for a short while so you can go through objects.
The green bar at the bottom shows how long you have left with the power up.

The red bar at the bottom shows how long until you can dash again.
When the boss spawns he follows your Y access then locks on and shoots. Try to time it so that he shoots somewhere and you can change gravity in time to get out.
after that he comes at you 3 times (won't hurt you) and you can dash into him to lower the red health bar at the top of his head.

When you change gravity things spawn in that lane. You can create extra space by dashing right after, as objects are white and won't come at you at first. This timing will create extra gap for you to not get locked in and die.

taping dash while dashing again will cause you to shoot vertically you can see this demonstrated in the game play video.

Pressing the menu button will let you remap any keyboard/xbox keys. This won't save (yet) but full screen will.

There you can adjust volume as well.