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YellowAfterlife

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

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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.

You can use live_function_add to add wrappers for extension functions.

Can’t really “ignore” things because then the code wouldn’t run, you know?

Have you tried it? And have you tried using a data URL without an extension? It looks fixed in the runtime source.

The game will load mods from a “mods” sub-directory either in game directory or in the save file directory (where NuclearThrone.sav is). Finding that directory in WINE and placing the mods there would be the easiest.

If you are loading assets yourself after the game starts (sprite_add, texturegroup_load, whatever), you can make a loading screen as an object in GM, without extensions.

If you own Nuclear Throne on Steam, NTT is currently available on “ntt-development” beta branch, you can switch to that in Game Properties.

Other than that, I don’t have much to say - I’m not a local Linux expert.

The number of pixels in your space character will be the width of the space - see the example font.

Whitespace width is the width of whatever you’ve put in your space character. If your font does not have a space character, it’s up to software to decide what to do with that (it’s probably taking a taller space from Arial/whatever)

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On Windows, loading screens can only be a static image - last version that had loading screens with a progress bar (albeit an inaccurate one) was GM8.1

SteamDeck ships with Proton and ntt-development Steam beta branch seems to run fine in it (except you’ll have to tap on the Settings menu to enable gamepad).

Create events only run when instances are [re-]created - if you want to quickly toy around with variables, move those assignments to Step or anything.

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Well, this tool is not an Aseprite extension, so that’s your problem.

Apparently the name was set the other way around, winwin_keyboard_string_get

Released a fix for alt-enter and keyboard functions.

I think this is true with a few other functions actually.

You can keep your secrets if you want

If you want to do text entry, you can use winwin_keyboard_get_string - no need to map every key to a character by hand.

Also, this is somewhat unrelated, but there doesn’t appear to be an option to restrict fullscreening another window with Alt+Enter.

That’s weird, GameMaker is definitely not aware of additional windows so I guess Windows applies fullscreen mode to whatever window that’s currently active? You can disable that in Game Options ➜ Windows ➜ Graphics and handle switching yourself via keyboard_check(vk_alt) && keyboard_check_pressed(vk_enter).

I have a guide for GM8.1 extensions.

If you added the files and mouse lock works, you probably did it right.

I had a NaN crash once when I gave GM8.1 a C++ function that returns nothing, but this extension’s functions all return a double that is either an integer or a BOOL (also an integer).

Not at this time - combining characters require negative metrics on glyphs, which don’t fit easily into the idea of extracting font from a tileset.

You could make post-process your font by making a script for FontForge

Try reproducing the color issue in an empty project and email me a copy if that works out.

The only caveat I’m currently aware of is that for some things Windows requires images to have pre-multiplied alpha (for GameMaker, that’s a checkbox in the sprite overview), but your cursor doesn’t look semi-transparent.

Would having the cursor drawn at a lower depth than the pixel filter be possible? (pixel filter is drawn on draw gui end step)

You don’t draw the cursor, the system draws the cursor. The cursor does its own thing in general - if you have multiple monitors and the system BSODs, you can still move around the cursor on the secondary monitor while the system writes the dump file.

If you’d like to try doing your own thing, I tested with Windows’ Windows, and it does look like you should be able to make a snappy “cursor” out of a shaped window if you do its message handling on a separate thread with 1ms pause or alike.

Can’t say much about colors from that description alone, but you should be generally using the V2 extension unless you’re targeting Windows+HTML5 or using an old version of GM.

As for snapping, the way things work is that Windows tells you “the mouse is now over here, you can change the cursor as appropriate”. So the mouse is already on spot by the time you get to handle the message and the user might have already witnessed it draw there with the current cursor.

That said, I have now released an update that adds a callback that executes with lowest possible delay - you can try swapping cursors for ones with different origin points or anything, though

  1. I don’t think you can easily “outsmart” the system in this regard
  2. I don’t think pixel-snapped cursor will feel good for the player

I have been informed that Pizza Tower uses this extension and GMLive, but I have not played the game, so I cannot advise on how to replicate the window border styling from it.

That’s a tall order, I haven’t even played Pizza Tower.

https://yal.cc/docs/gm/gameframe/#gameframe_caption_text

After gameframe_init()