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YellowAfterlife

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itch page simply links to the hosted version:

https://yal.cc/get/meta/userscript/tweetdeck_filters.user.js

(because it's not possible to have the browser bring up the install dialog when downloading from itch)

As per tweaking, it's just changing the number in "tdf_bind" call on the bottom of the script to match the number of tweetdeck column that you have notifications in. I'm meaning to do some actual UI for this stuff, but hacking in menus on top of tweetdeck's already-unusual layout is not very fun at all.

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I'm using pretty much the same script for this, plus the slightly tweaked makefiles for Lua (included) because of GMS requiring dylibs to be 32-bit. Could be that old thing with dylib->dylib references - I should probably try compiling Lua+Apollo into a single dylib again later.

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Okay, re-reading that, I take it that you mean the GMS2 Mac beta rather than the Mac target for GMS2 on Windows?

Should try on a blank project, but I'm not sure if the debugger is actually implemented in Mac beta yet - I remember reading that it was in the works because the original debugger would not function on Mac due to using too many Windows-specific features.

It should still log some information into the "compile form" though.

I'll try setting up the mac beta on the mac I have to investigate this when the time permits.

It should - I had just recently uploaded a new version when  they reorganized some CSS for no apparent reason.

Check if it's applying to the right column (snippet on the bottom of the script) and stuff?

Hello, I would need to see the debug output (either from GMS or from terminal on Mac side, depending on GMS version and luck) to be able to guess the possible reasons. The right source is told apart by a number of lines mentioning OpenGL, which is followed by information on extensions being loaded and errors when they aren't.

320, 240

Alas, that is not viable - due to specifics of how the particular game was made, it would require substantial changes to the game, which would then have to be re-applied whenever an update is released. That's months of work.

The game seems to be doing alright so I'm sure that the developer will hire someone to do an official multiplayer implementation when they are able.

I helped with a slightly similar (has one player control a hero while the rest take control of enemies and try to kill them) game called Ghost Croquet though, if that's any help. Was made with online multiplayer in mind from start and has a level editor.

Replied to Camlenn in QUESTIONS

Check "scripting" - "getting started" page on wiki (linked on itch page). You don't need GameMaker, only a code editor and a web browser to check general GM (docs.yoyogames.com) and NTT-specific ("scripting" section on wiki) documentation.

You'd need to use local (192.168.*.*) IP shown when doing Win+R, "cmd", Enter, "ipconfig", Enter.

If you are on the same LAN, you can disable Steam connectivity on the coop menu and connect by IP directly. That would solve any possible issues arising from Steam side of things.

Try restarting Steam (and have the other player do the same to be sure). If that has no effect, take a look at the latency graph (hold Tab) - maybe the connection towards the second player is having problems.

You both need to enable mod loading via "/sideloading" in chat before you can load mods in online games.

This is cool, curious to see if\where you'll take it post-jam.

Also, if you haven't figured it out by yourself, to make the web build embed on itch, you would need to set the "kind of project" to "HTML" and move the contents out of the "Web" directory in the archive so that index.html is in the root. Then you'd specify the archive as "this file is to be played in browser", and it'll display the game right on itch page.

See if you have any extensions that block JavaScript (or try a different browser), since those buttons seem to fetch the right link through that.

There is currently an issue where gamepads cannot be used to select mod-made skins in loadout.

This will be fixed in the next release, but till then you can use "/gamepad" command to switch to mouse for a moment ("/gamepad 0") and then back ("/gamepad 1") after selecting the skin.

Replied to cody712 in Mod requests?

You could make a file called shareammo.mod.gml, and have it execute it on game start:

#define game_start
ultra_set(0, 2, 1)

Then you'd `/loadmod shareammo` once per session and that would be it.

The only friendly fire that there is by default is on explosive weapons, but that is not easily gotten rid of. May want to pick Boiling Veins in such case.

Posted in Mod requests?

An easy thing would be to do

/gml ultra_set(0, 2, 1)

which would give you the "shared ammo from pickups" coop ultra mutation. Similarly,

/gml ultra_set(0, 1, 1)

can be used to get "shared health from pickups" ultra mutation.

At one point someone was doing a mod that had all players have shared ammo pool, but apparently it wasn't finished and was generally acting kind of weird at best.

In multiplayer both players will need to /sideload first (which is why files are not auto-executed), and then you can /loadtext startup

Clicking the option another time sets native cursor to work with a size limit, which workarounds an issue on some systems where cursors larger than 64px turn invisible (although the Windows permits cursors up to 256x256 by the format).

If you make a .txt file called "startup" in "mods" directory, any commands from it will be automatically executed as soon as you boot into a local game (same as if you did /loadtext startup).

In online session, only the person loading the mod needs to have it - any required files will be transmitted over the network.

Yes - just click on "[Modded]", and it'll collapse the mod list.  Click again to expand. Only works when it is usually shown (pause/loading/gameover).

Other trivia:

  • Green icons near the mod names can be clicked to unload them or Control+clicked to reload them.
  • Mod list can be scrolled via mouse wheel when mouse is over the green icon area.
Posted in Help

See under "chat commands > session commands" section in the FAQ

Main menu is outside of the game state - no mod-related code runs at that time, replays cannot be recorded, and generally things work... differently. I have briefly evaluated doing this when starting to integrate modding support, but it could have too many side effects to make it a worthwhile development. You can totally replace the character selection with custom menu(s) and set that up to load via startup.txt though.

See "migrating save files" in FAQ.

Posted in Small problems

Some of the recent WIndows updates did some interesting things to compatibility, and you may also have to set the game to run in Windows XP SP2 compatibility mode.

If you have an NVidia graphics card and GeForce Experience installed, watch out for that - the recent updates seem to be plainly butchering compatibility with games/applications. A person that I work with on a few projects had to rollback the driver because the GPU ceased projecting to external monitors after an update and GMS games would similarly just black screen when in full-screen mode.

Posted in Cant connect

If you want to connect by IP, you'll need to open a UDP port (see "port forwarding") or use something like Evolve.

Have you tried restarting Steam or reinstalling the game ("verify game cache") and the mod?

Ultra mod is based on update 19 so that's about 1.5 years of differences in underlying game structure.

It is possible to make mods to selectively mimic most of the interesting parts (characters, weapons?) of it though.

I'd think that at least someone of people asking about this would have enough programming experience to get on that.

I don't recall anyone reporting framerate issues with labs. It could have coincided with something like Steam client glitching out (which causes the mod to lag heavily because it has to poll it's events to be able to do networking). Restarting Steam usually helps that.

If mods are written suboptimally (e.g. picking through every enemy/projectile/wall every frame), that can pose it's own problems. That would be a thing to investigate separately by loading/unloading mods and watching how framerate changes.

In general though, the more walls\floors\enemies\projectiles there are, the slower the game gets.

This is usually helped by switching to spatial collision system introduced in GameMaker last year, but I am unable to make use of that in NTT because it's currently not deterministic, meaning that it noticeably messes up networking and breaks replays entirely.

Since the option cannot be toggled while the game is running, the only way to utilize it for local sessions would be to make a separate "offline" version of the mod, which isn't something I'm enthusiastic about (spending time adding conditions to everything and then spending twice the time to make every new build).

Overall, mostly can only wait till things are fixed on GameMaker side.

Posted in No Music bug?

The music certainly works when testing here and no one had reported a similar problem. Try verifying cache and reinstalling the mod..?

Be kind and read the FAQ.

It's linked on the bottom of wiki page on making custom skins as an example.

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The game freezes if there's nothing coming through from the remote player(s), meaning that it is unable to proceed without dropping connection to player(s). Timeout regulates how long the game waits this way before giving up.

Amount of things going on has very little significance due to technical aspects - since the number of objects gets very high late-game, networking is done closer to how RTS games usually work - transmitting actions instead of positions.

My suggestion was to try setting the timeout to a very high value (e.g. 3600 = a hour), and seeing if it eventually comes back or not. The technical side is as simple as it gets (asks Steam to send data back and forth; pings twice a second if nothing comes back), so it is unlikely that anything can be done on the side of the mod; Restarting Steam sometimes fixes particularly strange issues with it.

Likely actual issues with internet connection or Steam. You can make the game wait for response for longer by using the "/timeout" command.

VK ID is YellowAfterlife
Discord is YellowAfterlife#3735
I don't use FB.

Defpack has a "read me!" text file included the download, which says that you should extract the directory into mods folder and then do "/loadtext defpack 1.5". Try doing that, perhaps?

Hopefully this week. Currently having the preview build tested by some people. If you have time and willingness to test, send me a message on Discord (YellowAfterlife#3735) and I'll send you the work-in-progress build.

Have you tried looking at FAQ.

Or at a topic akin to yours.

Replied to Zaurok in QUESTIONS

Upon further examination, the issue was identified to be because the act of ravens having their health and max health reset during flight, with "flying" object also being exempt from Scarier Face' rules (meaning that they'd go from 8/8hp to 10/10hp).

Narrowly hitting with a wrench (only dealing damage once) does 4hp damage, full hit does 8hp damage, so that explains it.

1. Fixed.

2. Please read the FAQ.