There's a weapon maker mod that gives you code for a customized gun.
For mutations you'll usually have to learn some coding and/or ask around unless it's something very basic
I still vaguely intend to do Mac & Linux support for this, but can't really promise any timeframe, as pricing a niche extension at $1 was an incredibly naive decision, and thus I made a grand total of $22 over two years time.
I just uploaded a fix for that - IIRC that was when you had layers that are initially invisible, and the server would omit the property in JSON to save space, but then the extension didn't check if it's "undefined" rather than true/false
Well that bundle ran for a week in 2015, so you might be a little late with that.
I've not been following SCB news much so I can't tell you if it ever popped up anywhere else.
However, SCB is not a very complicated game, so you might find one or other open-source example of such genre?
Sort of hard to give any specific recommendation - make sure if the port is open, see if NTT is not being blocked by a firewall or anything (does WINE get it's own firewall? Been a while since I used it). I guess there's Hamachi and similar in worst case scenario - I think they still offer some sort of a simple client for Linux?
Upon further inspection, it would seem like you are somehow passing a string instead of a ds_map to room_pack_load_map? Did you pick to pack multiple rooms into this_is_a_test (in which case it'd hold a map where key is room name and value is room data) as opposed to one room (in which case it'd hold room data directly)?
As per doc, you let it know how you want your variables and instance creation code to be processed; since writing the doc, I also released this thing, which can handle variable assignments and simple logic.
In terms of file format, instance variables from JSON are combined into snippets of code assigning them, like so:
num = 1;
str = "hi";
You need the "Download the Flash Player projector" for your according platform. Not a content debugger. Not projector content debugger. Just projector. Projector is like a video player, but you give it SWF files to play.
There used to be a server list for maybe two years ("multiplayer" menu item in this version), but people didn't really play the mod that often, so I eventually stopped paying for that, and now there's not. Maybe there's a Spelunky-related chat somewhere where you could look for people to play with?
As to skins, I regret to inform that the weird robot thing is about how far my art skills go. The rest of the characters are those that were already playable in the base game.
Because I usually push a new public update once all bugs had been fixed and it seems pretty stable, and, well, not all bugs are fixed yet. Also I accidentally added some new bugs because of deciding to add some scripting features.
К сожалению, поскольку я писал весь этот код год назад, и никто мне не заплатил за написание документации, я не помню, какая из них, не запуская проект. window_frame_set_rect или window_frame_set_region, какая-то из этих.
Нужно не обычный window_get\set_fullscreen, а window_frame_get\set_fullscreen - иначе окно как-бы в полнокэранном режиме, но с точки зрения Windows оно так же всё ещё внутри окна-рамки, и поэтому фулскрин "проклацывается" насквозь. Сюда же, я вроде бы это исправлял в недавнем обновлении, но может понадобится менять размер окна после выхода из фулскрина, если оно неправильно растягивается внутри рамки.
Hello, I have now pushed an update alongside with instructions on how to fix it yourself (it's a one-line change) - the new update removed that constant and this is what you get when that happens
Unfortunately, the only function that GM currently offers for replacing fonts at runtime is font_replace_sprite[_ext] (which very specifically can't replace non-sprite fonts), so I'd have to write a custom font loader and a custom font renderer for this, at which point it wouldn't be very convenient to do, nor very convenient to use (swapping back and forth between regular and custom draw_text functions).
If you want a delightful workaround, take a screenshot of your game UI without text, add it as a background into an empty project, and play around with font settings there.
I'd need to see a sample of code that misbehaves - there's a small chance that you somehow wrote code that only works in GMLive's variant of GML (which matches the regular GML in ~99% of cases). If that is the case, removing live-call line from the affected event would trigger the issue all the same.
_load_file/_load_string are shorthands for buffer_load->json_decode->room_pack_load_map and json_decode->room_pack_load_map accordingly.
As such, they clean up their maps, though looking at it, I need to make _load_file clean up the temporary buffer as well. Other functions are unaffected.