Thanks for keeping me in the loop! I hope your projects go well :)
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Takes so long to load I have no idea how you did any testing :P
I gave it 5 minutes and it never progressed beyond that black loading screen with the cursor indicator onscreen. I'm on Win10 with a AMD Ryzen5 5500x, so it's not specs that are limiting it :P
Hey Scribbler, thanks for the bug report!
Seems that in 2.3.1 they updated the function to no longer need to specify the buffer constant used. You can now simply define the function as follows.
buffer_get_surface(_tile_buffer, _surf, 0);
I actually do that, there's a variable you can use to control how many collision points you want to ignore from the base while walking up a slope. It's set to 2 by default (the character has 3 vertical collision points). The problem with the box is it's so wide that the mid-point of the box (which detects if it's on a slope) isn't able to make contact with the slope before hitting the solid tiles behind the second slope tile from the base. If your steep hill is only 1 high, it's just fine. Works well on the "hill" to the right of the starting point as well. As long as you start your slope with a "shallow slope" to lead in, it will work fine.
And yes, the markers/lines are collision points and the outline of the hitbox used for collisions.
Unfortunately the boxes are treated as solids, so you cannot push multiple boxes with my current code. However, you could probably add that capability by putting a collision test with a box object into the box object, and directing the moving box to add its momentum to the colliding box and forcing execution of second boxes step event before finishing its own
In this tutorial asset I have used a depth mask for determining how far the player should sink into a tile position. If you hit me up on r/gamemaker Discord I'd be glad to learn more about your bit masking method.
Thanks for the in-depth input :)
As for the controls, I wanted the vacuum to be "free floating" so the player could vary the amount of suction based on distance. This should work better once I improve the physics. The reason that the ball likes to "bounce" out of the goal is because the goal is a "slope", and the slopes physics aren't quite good enough to handle it. I have plans to add a "targeted" mode to the vacuum, where you lock onto the nearest object (there will be other moveable objects for puzzle aspects later on) at an adjustable depth (third mouse wheel) for easier moving.
While the idea of your characters actions being determined by a slot machine is well in the bounds for the theme, and the presentation and atmosphere is certainly fitting, the UI is fairly incomprehensible. I had no idea what was going on, who was my character, and if what I was doing was doing anything useful at all. :(
It's more along the lines of my secondary programmer backed out at the start of the jam so I ended up having program everything and didn't have time to debug the physics the way I wanted. :(
You have a 4x higher likelyhood of getting controls that do nothing vs something, which is rather annoying after respawning and you get 4-way jets, or no jets at all, or 2 the same way. No obvious way to quit? Fullscreen switching wasn't enabled in-game?
No obvious way to quit? Pressed esc and nothing. Fun game, lots of spinning around the enemies to get them to stay in one place while you whittle them down. Could have been zoomed in a bit more I think, the mines were very hard to see.
A big flaw, now way to quit the game? Pressed esc and nothing. Lots of fun, sometimes the effects would be too much, such as when you break a saw it's so flashy you can't tell where new smaller saw blades are spawning so end up hit by them.
Fun little resource management sim. Graphics and effects are top notch. But there's not much substance to the game, especially lacking an ending. I chose the wrong answers to piss off the girlfriend but never got to see her slap my character :P
Fun shooter! I got to round 111 before I got bored and suicided. I was eventually so tiny and moving so fast I could clip the walls and leave the bounds of the game if I wanted. Most annoying event was the "reverse bullets", the other ones were all fun.