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YellowAfterlife

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

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Should probably elaborate on that

Would need your font PNG+JSON to tell you more, but note that there’s a checkbox for specifying what counts for filled pixels. If your space has pixels right in the top-left corner, you may deceive the “auto” option.

Are you perhaps ds_map_destroy-ing your async_load map somewhere? I can’t think of a reason why that could go missing.

GM is in charge of destryoing async maps, you don’t have to.

Yup! As shown above - the example font has it as the top-left glyph

It’s because instead of

return func(...);

it has to do something like

with (ctx._other) {
    with (ctx._self) {
        return func(...);
    }
}

And there are a couple edge cases where doing with (<id of a freshly destroyed instance>) will not do anything, so you don’t always want your with chain.

This isn’t mentioned in the live documentation, but signature argument can have prefixes indicating self/other use, like this

live_function_add(":instance_destroy(?id, ?perform)", my_func);
live_function_add("::event_perform(?type, ?numb)", my_func);

Macros in “live” files are a little cursed in general because at best these can only affect “live” files that have been reloaded after changing them, and even that requires a good bit of legwork (as seen here)

I’ll see about this specific case for the next update

If you loaded molesarge.race.gml, it will be

/gml ultra_set("molesarge", 1, true)

The extension should be restoring GUI size to what it was before, but you can do so yourself after gameframe_draw by calling display_set_gui_size.

There’s a Russian-speaking GM community on Telegram where a few folks from Kazakhstan help people without foreign credit cards buy assets.

I used to take payments through QIWI on occasions, but since 2022 payment services without ties to the Russian government have been chased out of the country on one or other excuse.

If you mean to generate texture pages and glyph➜rectangle mappings in numerous formats and with even more numerous settings, probably not - BMFont itself has a command-line interface so it is possible to automate TTF➜.fnt+.png conversion.

Email me a copy of a project if you can reproduce this in a new one. GM:S version hasn’t been updated in a while as GM:S was slowly falling apart from the size of the extension (try double-clicking GMLive in the resource tree and seeing how long it takes for the window to show up), but it did work at the time.

IIRC the fishing quest achievement counts up whenever you complete a fishing quest so it’s a bit quirky in that regard.

This is because when you have “Automatically remove unused assets” enabled, GameMaker still returns removed animation curves in asset_get_ids(asset_animationcurve) but trying to query their info using animcurve_get gives out a slightly malformed struct.

You can either un-tick that checkbox during development or change

function live_api_asset_add(l_name, l_index) {
	// live_api_asset_add(name:string, index:int)
	/// @ignore
	variable_struct_set(live_api_asset_index, l_name, l_index);
}

to

function live_api_asset_add(l_name, l_index) {
	// live_api_asset_add(name:string, index:int)
	/// @ignore
	if (is_string(l_name) && l_name != "") variable_struct_set(live_api_asset_index, l_name, l_index);
}

Research Tracker specifically was designed so that it’s still functional if you save the page.

I’ve not gotten around to checking your files yet as the local situation still varies between kind of bad (7..11 hour blackouts) and pretty bad (30-hour blackout last week)

You can delete the %APPDATA%\Terrasavr folder to force-clear everything that the .exe version has

It’s menu:View ➜ Force Reload

As I’ve said, the itch version is just a little browser, it doesn’t need to be updated every time a new Terrasavr version releases

I would need a sample PLR file along with notes on what you did for it to break

The itch download of Terrasavr is a little browser that loads and caches Terrasavr. If you’re using that, you can force a refresh through the menu.

Make sure you’re using Terrasavr (Terrasavr+ is not updated yet), but you can also use different browser / browser profile / private mode if you can’t force the cache off.

Put up a little fix

https://yellowafterlife.itch.io/ntt-autoskin/devlog/1332544/cd-skin-support

(1 edit)

In the current rules system you can use right to add space to the right of a glyph.

Сейчас можно скачать бета-версию NTT для u100 с “бета-ветки” ntt_development в Steam.

Она немного сырая и последнему игроку придется писать в чате /gamepad 0 для использования клавиатуры и мышки, но пока что так - сейчас ситуация чуточку лучше, чем в декабре, но я не особо успеваю заниматься личными проектами покрупнее.

You too will want to check whether you are running on the latest GMLive version

It’s in your GameMaker folder, typically %APPDATA%\GameMakerStudio2\um.json

Since becoming a skeleton resets your level back to 1, in co-op this requires you to be the last player alive.

Otherwise yes, the condition for unlocking the skeleton is to become the skeleton once.

You could maybe do it like

#mfunc foreach(element, list) as "keyword" \
for (var element##_list = list, \
	element##_len = array_length(element##_list), \
	element##_i = 0, \
	element = element##_len ? element##_list[element##_i] : undefined; \
	element##_i < element##_len; \
	{ if (++element##_i < element##_len) element = element##_list[element##_i] } \
)

to also allow for

foreach (v, [1, 2, 3]) {
	trace(v);
}

As mentioned before,

  • What’s in the Output tab?
  • Can you reproduce this in the example project?
  • Does calling display_set_gui_size yourself help?

For nesting, check out concatenation - if you do num##ind,

foreach (num, list) {
    foreach (num2, list2) {
        // ...
    }
}

would get their own vars.

For getting the next value, that’s how it goes (and also you should account for zero-sized arrays)

There is nothing else that I can tell you from the limited information that you have provided

So that’s roughly the third of the information that I asked for, but if you want me to guess: you must have imported the Gameframe extension and script (or maybe just the script), but not gameframe_macros, so Gameframe doesn’t know what your original GUI resolution was. You could still call display_set_gui_size yourself to set it after gameframe_draw().

Android doesn’t have a concept of a window so you’ll want to un-tick the checkbox for it in extension properties.

That’s a really old GameMaker version, is this a Pizza Tower mod or something?

Would need screenshots/GM Output to tell you anything, but probably start with checking whether the example project works and the DLL actually compiled - if the “minimize” button doesn’t work in windowed mode, you likely didn’t compile the DLL or compiled it for wrong architecture (latest GM needs x64, old GM needs x86)

Email me your purchase receipt/reference from https://gamemaker.io/en/account/purchases - downloading hasn’t worked properly since marketplace was sunset and uploading now doesn’t work either

Another important thing would be to check that you’re on 1.0.78 because the version specifically fixes assets not being detected due to changes in 2024.11

GMEdit gets the user folder name from um.json, so if the GM IDE logs you out (which it now does more often!), GMEdit can’t figure out where it’s supposed to look for your project state files.

As per note that shows when you hold the mouse over the “color font” option, support varies - for these to semi-consistently show up across major browsers, you need to supply 4 (!) different color font formats, and the library that I use to generate the final TTF/OTF fonts only implements one.

You can change Output➜Countour Type to Outline, but your actual issue is that the in-game font size doesn’t match the font very well and thus your font is getting interpolated at your expense.

You already can using /color red and alike (also accepts #rrggbb), or disable outlines using /outlines.

Зараз ситуація така, що вчора я завантажив 100r6 з 23 виправленнями, а за наступні 12 годин люди знайшли ще 6 багів, тому зараз в TODO списку їх 25.

Може я ще встигну випустити якусь u100 бету NTT до нового року, але я б не сподівався на стабільну багатокористувацьку гру.