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Goombert
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Reply #1 Posted on: November 13, 2015, 11:45:49 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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It took me 3 - 5 attempts to make it all the way to the end. Sometimes the snails walk backwards haha. A controller configuration file would be nice, I like to use space bar to jump. I love the graphics and I think this is a really excellent start. I was reading this article a while back, you may be interested in it as well: http://www.1up.com/features/learning-level-design-marioEdit: Also this interview is interesting as well. I know some people may disagree, but understanding the design that went into World 1-1 and levels for the early Mario games really makes me appreciate video games more as a form of art. https://www.youtube.com/watch?v=zRGRJRUWafY
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« Last Edit: November 26, 2015, 02:23:11 am by Robert B Colton »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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rcobra
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Reply #2 Posted on: November 14, 2015, 02:03:30 pm |
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Joined: Nov 2015
Posts: 67
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thanks, this error occurs only under Windows does not know why, graphics are hand drawn by me
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ps.sorry for my english
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rcobra
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Reply #4 Posted on: November 14, 2015, 05:18:10 pm |
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Joined: Nov 2015
Posts: 67
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Sometimes the snails walk backwards
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ps.sorry for my english
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TheExDeus
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Reply #5 Posted on: November 14, 2015, 06:06:44 pm |
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Joined: Apr 2008
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And that only happens on Windows? If it is a platform dependent bug, then it is an ENIGMA bug. But it's hard to imagine that something like that would be platform dependent (I assume you use some collision or math functions there, which are platform agnostic). Can you try making a simple example that you could post here replicating the bug? Right now it seems that the snail direction is not synchronized with the sprite direction (which probably uses scaling, not image_angle). This could be just a bug in your code. I played it and it was fun. I also think level design needs to be rethinked so some kind of progression happens. Things like 10 coins in the same place is also usually not done unless it is a secret. Now you just reward the players for nothing - they have to earn it you know. Don't let them slack off. Liked the graphics though. Also, what made you think windows needed "libwinpthread-1.dll"? As far as I know it doesn't and I just ran your game without it.
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rcobra
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Reply #6 Posted on: November 15, 2015, 11:58:41 am |
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Joined: Nov 2015
Posts: 67
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yes, other noted errors: 1.while shooting stone flies through snails 2.np.wall use of transparency gives the absence of a collision. (These no errors occur in Game Maker 8 (8.1) and GameMaker: Studio) 3. (LGM) in the room when creating maps sometimes disappearing objects that have added 4. I use Ubuntu and set cross-compile, compile-time error occurs and you uncheck BasicGUI. I provide an example for testing https://dl.dropboxusercontent.com/u/69870545/other/test.gmk
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ps.sorry for my english
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TheExDeus
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Reply #7 Posted on: November 16, 2015, 06:22:43 pm |
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Joined: Apr 2008
Posts: 1860
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Thank you for reporting! 1. Haven't been able to replicate this yet. Is this happening only sometimes? Or does it happen at certain time, like if the snail is very close to the character or something like that? 2. Can replicate. This is actually an LGM bug. If you open sWall2 you can see that the Bounding Box (which is by default used in collision checking) is 0,0,0,0 when set on Automatic. This is because LGM trows out all pixels which alpha is not 255, while GM probably does it only for alpha 0. I think the way GM does it is more logical. We could also add a slider or a box where you could input the alpha cutoff, but then it is hardly automatic. So this is a thing Robert can fix for next LGM release. Right now you can set Bounding Box to "Full Image". 3. This is also something Robert should look into. When does this happen exactly, or is it random? By default in room editor there is a checkbox "Delete underlying" checked. What it does is removes everything underneath the mouse when adding new object. Maybe this is the issue? Try unchecking it and see if still happens. 4. Can you post the error here? The current state of BasicGUI is totally different from what you are having because the installer is not updated. So it is possible the error has already been fixed. If you want (and know how) you can download the branch here: https://github.com/enigma-dev/enigma-dev/commits/GL3.3NormalMatrix . That is the very latest ENIGMA. Tens of bugs fixed, tens of optimizations and hundreds of functions added. And I can run your example in that branch fine as well. So I guess nothing has broken. edit: Your game did reveal a bug in the tiling system though, which causes the GL3 graphics system to not render correctly. I fixed it here: https://github.com/enigma-dev/enigma-dev/commit/4eddce1683602b99c2260726a9df3a709fb4d888Also tried texture batching in you example and found that tiled backgrounds currently don't work if batched. It is because the texture positions are precalculated. This same bug will apply in custom drawing functions as well. Will have to figure out good solution to that.
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« Last Edit: November 16, 2015, 07:14:56 pm by TheExDeus »
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Goombert
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Reply #8 Posted on: November 17, 2015, 08:58:08 am |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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I've filed a ticket on the transparency issue, it is an inconsistency that will be fixed in the next release. This is an easy fix for me to make in LGM and thus why I have decided to make the change. I agree with TheExDeus that it is more logical the way GM does it. https://github.com/IsmAvatar/LateralGM/issues/230Important to note that the issue does not occur with the "transparency pixel" option set, which was an option from before GM8.1 The transparency threshold option also appeared in GM8.1 and will be added along with the checkbox for "separate collision masks" Also consider that this may not fix the issue ENIGMA side, because I believe ENIGMA recalculates the bounding box too. I will send a beta build of the new LGM when I've fixed it for TheExDeus to test to see if it will fix it ENIGMA side or not. He can then post back here and to the tracker and verify whether it will or not. The other issue regarding instances disappearing in the room may have been reported before by fervi. It was reported with the EGM format and I was never able to reproduce it. I did not want to close the ticket because I would like to fix it, but can't until I know what is causing it. So additional details would be helpful, such as what format you were saving to, was it occurring while you were editing the room or only on load, etc. If this is only occurring with the EGM format then it is an ENIGMA plugin issue and must be fixed there. A similar but related issue is the saving of rooms as binary blobs in EGM, which TheExDeus has been discussing. https://github.com/IsmAvatar/LateralGM/issues/79
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« Last Edit: November 17, 2015, 09:24:45 am by Robert B Colton »
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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TheExDeus
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Reply #11 Posted on: November 17, 2015, 04:05:59 pm |
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Joined: Apr 2008
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1.shot snail should disappear as the GM, I did not mention earlier on linux This error also occurs It does disappear for me on Windows, so I cannot replicate the bug. 2.Basic GUI has a problem with mingw enclose a log of the compilation Thank you for this log. The bug was that Linux compiler configuration didn't have C++11 enabled which ENIGMA now uses. It is actually used in GL3 graphics system as well, so if you tried compiling with that you would also get those errors. I have enabled C++11 on Linux now: https://github.com/enigma-dev/enigma-dev/commit/ad3c81a830db30ae83a89c36a4dac43bdbde6246
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Goombert
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Reply #12 Posted on: November 25, 2015, 03:00:12 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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The sprite frame has been fixed and is ready for the next release. I have sent a beta build to TheExDeus for testing to confirm. The problem was that we were not accounting for the alpha tolerance in the bounding box calculation, we had it hard coded as 0. We were also already loading and saving the "Separate Masks" and alpha tolerance values but did not have corresponding UI controls to change them on the sprite frame. This has been completely addressed in full. https://github.com/IsmAvatar/LateralGM/issues/230Testing the file you sent earlier with all of the sprites yields the correct masks, the same masks as GameMaker 8.1 and Studio.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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Goombert
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Reply #14 Posted on: December 28, 2015, 03:22:03 pm |
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Location: Cappuccino, CA Joined: Jan 2013
Posts: 2993
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I wasn't around for a few days because of Christmas break and a million other things I got going on, sorry I didn't see this right away. I think the graphics look amazing in this version. I love it! Did you do the scrolling background yourself? I made it as far as the second half of level 2... I would like to see some additional life pickups somewhere. I think it is also getting time to add some basic sound effects. It feels so weird without any audio. There are plenty of free sites for game sound effects. https://www.freesound.org/browse/tags/sound-effects/http://soundbible.com/free-sound-effects-1.htmlOverall, I am really impressed, this is one of the best looking ENIGMA games so far that was built originally in ENIGMA. There are a few others that are really nice too, but we have very few, most are just ported from GameMaker.
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I think it was Leonardo da Vinci who once said something along the lines of "If you build the robots, they will make games." or something to that effect.
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