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YellowAfterlife

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A member registered Oct 01, 2014 · View creator page →

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That’s how you do it - Windows can’t scale cursors on its own.

Doesn’t seem to be as simple as that?

Send me a sample project if you can reproduce this in a new one

You could try compiling Apollo V2. It’s a single .so (instead of a wrapper referencing the Lua .so), which has been a common point of failure for V1.

I checked and as of Runtime v2024.11.0.227 GameMaker accepts Data URIs on its own, so the extension is no longer needed.

You can install the stable Steam version of GameMaker in Proton! I do that on SteamDeck.

The beta IDE is generally incapable of importing old projects/extensions - you’ll want to import in LTS version and then re-import that project/extension resource into Beta.

The first two probably mean that you have a resource called “delta”. You can rename the resource or find-replace delta to something else in the GMLive script.

For the other two, you can replace return func; by return undefined; but let me know what functions these are and what extensions are you using

It’s this issue, I posted a 4-line fix https://itch.io/post/10223311

Upon further review, it’s this bit which I thought that I had rolled out in an update but apparently not https://itch.io/post/10223311

NTT has to be installed over a compatible NT version, I think for latest itch release that’s the one that’s been archived on modbranch_2021 beta branch on Steam? It’s been a few years so I’m not 100% sure.

Right now you can also install NTT from Steam via a ntt_development beta branch.

As per documentation, text is auto-extracted if it is a constant string or an expression that evaluates to a constant string.

So if you want to store text in a variable before passing it elsewhere, you’d indeed want to do

var LOC = cmn_loc_get_func("...");
label = LOC("Isn't it time you come clean?");

Each audio group gets packed into an audiogroup#.dat file and runner loads them by inserting the number into that template - so you can’t really move individual groups into sub-folders like you can with sounds.

Can’t easily “host a server” on a phone either!

So you’d have to host a “server” on a computer/cloud service instead, and connection quality is usually worse on mobile, so this would leave much to be desired.

(1 edit)

Added those, and you may decide for yourself what status should be shown if only some of the dragged items are acceptable.

Usually that means that Hamachi couldn’t establish the connection (red icon on device list), that the game is not allowed in the firewall, or that you didn’t use the Hamachi IP to connect.

Spelunky Classic HD has an Android version.

Right now you could post-fix your font using FontForge

I want to make the kerning pairs into a larger editor where you can do something like

. * 1

to increase spacing between . and any other glyph, but I’m currently drowning in work tasks, so it might take a bit

Not easily¹, but I’m open to the idea of adding a command if someone actually goes through and draws the whole set, because it’s been 10 years of people asking about this and then nothing happening afterwards.

¹ You could probably use undertalemodtool or yytextureview to replace an existing skin but it’s a little more work.

Judging from the glyph overlay, your font metrics (ascent/descent/pixel size) are completely messed up.

See below - I could add more skins if someone draws those, but it’s a fair bit of work.

There’s already a file_drag_enter event

Hard to tell without a test project! One thing that’s definitely not supported is room inheritance.

You could remove gameframe_set_shadow calls from the gameframe script, I think that’s what the border is.

The image did not upload, but the little black-white frame is just a sprite, you can set your own in gameframe_spr_border.

If you’re setting the shape once, it should be okay, but the Microsoft documentation doesn’t explicitly say anything about supposed limits of the window shape system.

For sufficiently large and complex shapes you might want to use chromakey or per-pixel alpha instead.

I did try making an Android test build one of the last times I’ve gone on a vacation (either in 2017 or 2018), but:

  1. Performance left much to be desired on an average phone.
    The game did run at 30fps, but anything that makes the game lag on low-powered laptops (like destroying walls or larger mods) was much more apparent here.
    There are ways to optimize the game, but it would be hard to retain compatibility with existing mods.
  2. The game isn’t made with touch controls in mind, so you had to use an external controller.
    At the time I’ve had one of those telescopic gamepads that you insert a phone into. The analog sticks on it were really bad. I gave it away later.
  3. Multiplayer didn’t work because you can’t “host a server” on mobile devices.
    Both iOS and Android have libraries for talking to nearby devices over bluetooth/wifi, but there’s no way to use those in GameMaker yet.
    The other option is to host your own servers, but that’s a lot of work and creates running costs for a freeware mod.
  4. There is no way to make sure that you can only use the mod if you own Nuclear Throne because there is no Nuclear Throne on Android.

There’s Nuclear Throne Mobile that has touch controls and seems to be unconcerned about legality.

If you’re running the Steam version of Nuclear Throne, the correct branch to use with v9944 is modbranch_2021 IIRC.

If you’re running a EGS/Xbox version, those need personalized builds of any given NTT version, but that is not a problem that I could prepare for in advance.

Depends on what that’s supposed to mean - you could change gameframe_blend, or supply your own sprites for border/caption/etc.

It should

Hello (and sorry - your post was in spam filter and I didn’t even know that there’s a spam filter), you can change Contour Type to Outline - then there will not be gaps between glyphs.

Another possible cause is that the font isn’t being drawn at pixel-perfect scale.

Should be fine - you can try doing

haxe binpack.hxml

with this little project https://github.com/GameMakerDiscord/tex-pack

I would need an example project that makes this error happen.

You can also try an older GameMaker runtime to see if it’s some sort of esoteric GM bug.

Hey, uploaded a new cmnLocGen (extension is unchanged) - I think I broke that while making the generator work with GM:S projects.

Also added a “load folder” button to the web version so that you don’t have to pack up a ZIP/YYZ every time.

It’s probably the so-called non-breaking space or any of other uncommon space characters - GameMaker IDE/compiler are better at handling these than me since they get to use C#’s “is this character a space” function.

I think it should work? If this is easy to reproduce, please email me a little project and I’ll see about it

Should be fine, but see if you have firewall blocking the server executable.

You can switch “Contour type” to “Outline” in Output, but it generally seems that your font is not being drawn at pixel-perfect scale (e.g. look at that poor t in Credits) so you should look into how that’s usually done in pygame

After you have called gameframe_init(), just like the rest of the functions and variables.

gameframe_can_resize controls whether the window can be resized and maximized. The demo uses it.

Can’t tell what “fullscreen the game” is supposed to mean and what you have tried.

The sort of color font that the underlying library produces is only supported in Firefox and certain image editors.

It is what it is.