world's first bomb-o-grams challenge runner omg bless you and your gaming soul
tonyfinale
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Might be a small one but this has got me stumped
I've been testing how my game looks when played on a phone and it weirdly gets cutoff a bit when played on my phone browser's 'desktop mode'.
Any ideas how to fix this? Is there a setting buried somewhere on itch that I'm missing or a adaptive code anybody knows that I could add to the index file or something? It's not even the kind of thing where you just zoom out with your fingers - this is the max the page will pull out for some reason.

In browser
I've tried upping the Viewport dimensions - which does force the phone's desktop browser window to show the whole thing, but that creates some empty space black bars on the sides and looks a little tacky.
When I use this in the latest version of GameMaker these days - 2024.2.0.132 - there's a second when the game first appears properly that the loading screen splash art takes up the whole size of the game before snapping to the standard positions you set up for the thing.
I avoided this when exporting a recent game of mine by using a slightly earlier release of GameMaker, but going forward, doooo you have any idea why this would happen? This is a bit of an older extension of yours so prob not the highest priority I understand~ but I certainly don't know how to fix this quirk..

I just noticed when trying to use the recent 'window_set_cursor' version of this thing in the newest GM (v2022.9.1.51 Runtime: v2022.01.66) it only seems to work properly when I run the game as an HTML! In Windows it doesn't change the cursor! Any ideas?
How does the more recent version work? It has entirely different wordings for these commands it seems.
Huh... WELL thanks for playing so long to get that point of slowdown. gosh <3
No idea what could be the cause of that; been a good while since I cranked this one out. But for the heck of it I've gone and lazily updated the game with what MIGHT have been the issue? I've been testing to around that stage 25 point and haven't experienced the slowdown myself, so hopefully I fixed it for the future generation of inexplicable Numlock players like yourself...
Here's mine :) It's a puzzle game where the tile you're on affects your movement, and you've gotta hop around without getting cornered. Check it out if you want ;)
https://itch.io/jam/finally-finish-something-2021/rate/878184

A little hard to figure out if you've never heard of the concept before, and I don't think they allow repeats of the tutorial, so I was uh kinda needlessly lost for awhile. But after figuring it out - it'sa pretty cute lil logic game :)
Tho situations where the AI wins in one round feel unnecessary. As since we're fighting a computer anyway, there's no point in letting them win without a chance from the player; the round might as well have not happened.
The opening would also be nice if it was skippable but iiiii'm not gonna rattle off every little thing I didn't like - it was solid ;):):)
Yal already know how great this is, so I'll just go and list the few things I wasn't super keen about as a self-proclaimed tank control horror game god:
I feel as if you and the enemies seemingly not being able to interact on stairs limits some of the fear factor and combat potential, buuuut I totally get it; RE didn't nail allowing everyone to freely move on stairs until RE3, I believe? Even so... it'd be nice...
You already went and added a 180 quickturn which is GREAT; I was just about to complain about that. I can't imagine playing the whole game without one like it's og RE1 or something. Now just add a shortcut button for the map and we perfect :)
Uhhh OH having to examine the pieces of scenery that had healing items tied to them twice was kinda weird; I didn't immediately realize there was an item to pick up until I left the room and later came back.
That's about it! Everything else was everything I'd ever wanted? I loved it.









