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Messages - time-killer-games

Works in Progress / Re: Man Boobs Are Candy Corn HD
« on: April 17, 2014, 10:00:05 pm »
So I see you discovered my target audience. Shame on you. Well, actually I just have an extremely immature sense of humor for being 19. It's for the boob jam. Why else? :P

Works in Progress / Man Boobs Are Candy Corn HD
« on: April 17, 2014, 07:48:52 pm »





Product Features

•Official website -
•Beautiful, eye-popping, pre-rendered, 2.5d HD graphics
•Collect as many coins as you can in every level to increase your score
•3 immersive, unique, multi-leveled worlds to explore and platform
•Beat the game to record your highscore; beat older scores
•Featuring high-quality royalty free music by Kevin MacLeod
•Every level introduces a type of new enemy to avoid or defeat

Product Description

Chris is so fat that his man boobs are candy corn. Help him run to lose weight and reverse the effects of his candy corn illness before it's too late! You have until the next full moon to do it or Chris will be stuck like this forever. Man Boobs Are Candy Corn HD is a platforming experience you can't be left without!

Proposals / LGM Suggestion for Easy Resource Management
« on: April 14, 2014, 05:58:18 pm »
1) Renaming Resources

A new and better way to rename resources. the difference being not only will the resource be renamed, and not only will all non-code references to that resource be renamed (sprite/mask index, parent object, collision events, DND actions pointing to that resource, etc) but it will ALSO rename all CODE references to that resource (which GMS can't do ATM). So that way just like with the DND, we won't have to change anything when renaming the resource, that will be done for us automatically in our GML/EDL too. This could be ticked on and off in the preferences, and if ticked off it will work the same as it does in GMS when renaming resources.

2) Add Existing Resources

To support importing in the IDE of external resources, whether from a GMX or EGM folder, and if the resource being imported is a different format from the current project loaded, it could be automatically converted to the correct format. IE, I have an *.egm project loaded and I imported an object in the GMX format (* it would be automatically converted to the EGM equivalent when added to the project file / directory.

Let me know what you guys think! :D

General ENIGMA / Re: Unicode Fonts
« on: April 12, 2014, 12:13:33 pm »
Quote from: TheExDeus
It's there. :) As Robert mentioned Java supports 16bit Unicode and so it supports a lot of characters, but not the whole set. But it does depend on the font as well. For example, I cannot draw Japanese or Chinese characters with Arial font, while I can with some others.
Yay! Now I'm anti-pissed! :D

Off-Topic / Re: Windows XP's demise will help linux ?
« on: April 12, 2014, 12:06:15 pm »

Okay. I actually like the new GUI style of Win8 (window borders, UI controls, etc in Win8 are better, I HATE the "glass" borders, etc of Win7) after seeing it on my friend's laptop. But I didn't know the extent of the change. Since they clearly have basically copied the limited interface of mobile devices like Android and iOS for their DESKTOPS that kind of limitation brings me to conclude I will never update beyond Windows 7, at least until Win7 is considered completely obsolete. Thanks for the advise guys, now I know what to not invest in any time soon. :D I got Windows 7! In yo face losers! :P

General ENIGMA / Re: Unicode Fonts
« on: April 10, 2014, 07:00:08 pm »
If the infinity symbol is still out of range I'm going to be pissed.

Announcements / Re: Project Mario
« on: April 03, 2014, 06:45:53 pm »
Oh no, we're getting off topic again

Off-Topic / Re: So this is what people talk about at the GMC
« on: April 03, 2014, 07:41:36 am »
@Darkstar: Well, I played the html5 version yesterday and I discovered why he posted only one screenshot, because that is mostly all there is to see. I found all 17 eggs thinking I would be taken to a screen saying "Yay! You beat the game. Here's the super awsone code..." but that didn't happen, nothing happened. He said the exe version was better so I tried downloading it and it was a broken drop box link. Oh poop. Isn't that a shame.

Off-Topic / So this is what people talk about at the GMC
« on: April 02, 2014, 05:44:35 pm »
Being un-banned from the GMC isn't all it's cracked up to be. I feel stoned just reading topics over there sometimes

Greatest Game Ever

chrscool 8    kyleandrtun an
DOWNLoad Link:
EXE (is better than he html5 one for): link: is here:
HTML    5 ::

WHAT IS IT?: this game is for the weak of hearts all:
WHAT WILL IT BE??$: link in profile 12s,3nd,3rd place:
BRWEAK IT DOWN 4 ME: when will the hammer time:   
thanks you for playing. make it to ethe end of the gam for a special surprise you will win code.
DOWNLoad Link:
EXE (is better than he html5 one for): link: is here:
HTML    5 ::


I'm excited to play the game that topic is advertizing. This is the true power of GameMaker. Let us all drool and marvel at the beauty of what we're up against. This is going to be a bumpy ride.

General ENIGMA / Re: Splash Functions
« on: April 01, 2014, 05:12:19 pm »
@Harri: I don't mind enigma's size increasing, especially since that isn't that big IMHO but in the meantime, I wouldn't mind if you shared the extension separately. :) How stable is it ATM?

General ENIGMA / Re: Splash Functions
« on: April 01, 2014, 03:12:52 pm »
Could OpenCV handle all of our Linux video stuff we need it to though?
It works on everything (also Android and IOS) and has basically the same interface in all of those places. But as I said, I am not sure how to implement it painlessly in ENIGMA, as OpenCV by default is extremely large. I originally had the idea of just making an OpenCV extension that came with compiled lib's for Windows and Linux, but if it was done that way, then we need to create an extension manager (web based or built-in LGM or whatever), because packing ENIGMA with all these functions that 1% of users will use is not a good idea. We need at least a page here on ENIGMA site with extensions and links to get them.

You mean like an ENIGMA Extension, like what DirectShow is, or something different? I thought we didn't have to worry about our game exes getting bigger, because ENIGMA Extensions can be managed in LGM via the checkboxes in the ENIGMA settings window.

@Robert thanks for clearing that up :)

Off-Topic / Re: execute_string is not a bad coding practice!
« on: April 01, 2014, 08:54:58 am »
Good point.

Announcements / Re: Project Mario
« on: April 01, 2014, 08:29:08 am »
Robert, I asked this a while back if I could use your editable to make a precise 3D collision engine based on your code, sorry for the major delay, To give you a heads up, I completed it but lost my modified gmk so I'm just going to do it again. It shouldn't take but roughly two days now, because this time I'm already familiar enough with your code and how it works. I'm un-banned from the GMC, as of recent news, (anyone who's wondering my username over there is 'Samuel Venable' now), so I'll credit you when sharing the engine on both the GMC and YYG Sandbox. :D I'm still very impressed you made precise 3D in GM without any DLL, Ididn't know that was possible until I tested it hands on. Though I'm going to add a means to convert the regular gm models to collision models so people won't have to do it manually, as well as a way to detect collisions directly from code, so the collision models won't have to be stored as an external include file.

So as to why I posted this, how should I credit you? You are still banned from the GMC. I can't link to your profile here because I can't advertise ENIGMA without breaking the rules. Do you have a website or contact email you wouldn't mind sharing? I'd like to include this in the commented credits. :)

Cheers. :)

Off-Topic / Re: execute_string is not a bad coding practice!
« on: April 01, 2014, 07:29:40 am »
...and so could only use and manipulate variables.
That would be pointless because what we could do is just add these...
Variable Access
variable_local_set achieve the same thing. With the variable_*() functions it would be GM 5.3a-8.1 compatible; if we did a custom execute_string() that wouldn't be. And AFAIK doing it this way wouldn't require an interpreter.

Off-Topic / Re: execute_string is not a bad coding practice!
« on: April 01, 2014, 04:20:34 am »
I have strong hopes for the day GameMaker:Studio itself will be deprecated and replaced with ENIGMA on hard drives everywhere.