plasticflesh

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Posts posted by plasticflesh


  1. Thanks @theschap! I feel a bit of a pretentious imposture, nice I have zero programming skill. But it's always been a dream of mine to make weird social games

     

    I'm currently breaking full screen stuff and trying to use the git repo to revert to a good state. But it seems to be behaving weird inside GM2's Source Control notes now.

     

    Once that's settled I'm going to try and add some NPCs and finally get to the seitan of this project


  2. I shall enter the slack. Thanks!

     

    I'm elated to announce that I trouble shot my way out of my animation issue. I can't recall what I did exactly but I did learn the value of commenting code to isolate the problem.

     

    I might even be in a position to begin introducing NPCs to interact with. I am so totally stoked.


  3. 51 minutes ago, SecretAsianMan said:

    Jake mentioning Nick's screen briefly glitching out immediately conjured an image of Max Headroom but with Nick instead.  There's got to be a plugin for that.

     

    Max Headroom style background line matrixes could probably be generated by Trapcode Mir or Form, but unfortunately those don't look to be part of the Universe suite

     

    On 12/16/2017 at 5:11 PM, TychoCelchuuu said:

    Chris is right to quail a bit at the claim that smartphones are sentient.

     

    On 12/17/2017 at 6:45 AM, TychoCelchuuu said:

    Oh rPlenty of philosophers think non-persons, like dogs and babies, have some rights

     

    What rights are quails entitled to? :eyebrow:


  4. I'm managing to build things outside of tutorials and have them work together. This is fantastic.

     

    Managed to get my initialization and globals stuff set up and consolidate pause function stuff into the init global object.

     

    Currently trying to attach a head to a body and get it all to draw. Then I can change the head sprite to display the emotion states, and use that for all the game characters.


  5. Dev update:

     

    Started building stuff up in Gamemaker. Just super basics, getting player input and a character moving, making the start menu system.

     

    I really appreciate that scratch.mit.edu platform as a dead simple practice in programming. Using it you can still applying a style of OOP and set up variables to eliminate magic numbers. In addition to getting comfortable with the basic power of looping statements without getting mired in syntax errors.

     

    I have also recently been very inspired by the Herman Brain Dominance Instrument, a business personality test that uses the metaphor of lateralized brain assert that people have certain thinking styles, lending them to certain world views and preferences toward labor power. It's a dialectical approach that I think is a good empathetic tool. I can apply this into the game to compliment the previously mentioned introvert / extrovert / optimist / pessimist system. Basically making a DnD style stats system just for personalities.

     

    That said I am trying to boil scope back down to something simple. And try to play to my strength of art and animation. Creating basic characters and just one level.

     

    I have also been brainstorming how to incorporate a handshake vs fistbump mini-game, as a direct reference to the "Awkwardness and Harmony" podcast title source.

     


  6. 21 minutes ago, Merus said:

    The problem with Snake Pass is that it starts demanding you pay attention to the snake's body having weight that the head is not in control of by about the water world, so by the fire world if you're not able to reliably hold onto a scaffold you're going to have a bad time. But it may never occur to you that this is what's happening! It took me a while to work out.

     

    In the air world, I was flinging myself off cliffs, confident that I'd be able to grab onto some bamboo and hold myself there. There's still some bits I think are overtuned, but being able to essentially jump, as a snake who can't jump, makes you feel so goddamn accomplished by the end.

     

    What's interesting is that Snake Pass introduces the lava pretty quickly after introducing the spikes. I can sort of see why, lava is slightly less punishment than the spikes.

     

    I really enjoy the physics of having indirect control over the whole body. And found the sort of cheesy way of maximizing friction against a vertical wall to get out of a lot of death states. I use the bird and the grip function very infrequently. I find the grip function to be actually more harm than help, I think because it causes the collision balls to get closer together to create more friction, it also creates unwanted density, so it helps to keep a tight coil, but if there's a dangling bit it creates too much density and gravity wins. 

     

    I also have the added personal challenge of being OCD enough to hundred percccccent levels as I go through them. Dragging levels out for a while as I search for that last blue bubble or fail again to get that last gold token on a revolving bamboo spit.

     

     

     

     


  7. 1 hour ago, Henke said:

     

    Great video by Mark Brown as usual. The movement-mechanic is indeed great. Usually no matter what animal or thing you're playing in a game the movement is the same, press forward to go forward, press jump to jump. So it's great to see a game rethink that and make you really think like a snake to get around. Unfortunately, as a game Snake Pass impressed me less, which is why it's relegated to my Honorable Mentions. About halfway through you've pretty much seen all the game has to offer and the movement-mechanic starts to wear out it's welcome. I started getting bored with levels from that point on, only finishing them to have it done with. My campaign is currently at 85% completed and I don't know if I'll ever bother with the last 3 levels.

     

    True, I definitely see what you're saying. I just got to the lava levels and it's beginning to have more punishment with less checkpointing, turning a casual and expressive joy of coiling and exploring for extras into the more technical and linear challenge of performance.

     

    Two other games on my list, beside Freeways, Hollow Knight, and Snake Pass, would be Kingdoms and Castles which I enjoyed for a while to sate my casual city building desires, and Dragon Quest Builders, which doesn't count because it is a 2016 game.

     

     


  8. Hey this looks awesome! I'm a big fan of the digging genre. Miner dig deep being a favorite entry. That one in particular greatly mastered keeping the difficulty mired in the digging and traversal itself. No monsters, just the constant fear of falling down a shaft. It also dealt with over-mining by having "cave ins" occur when large open spaces were created. This caused a warning via vibrating and screen shake in the area of the giant cavern. And the cave in itself randomly replaced open tiles with new dirt tiles. In a way this was actually a game balance to keep an area from being un-traverse-able.


  9. 5 hours ago, twmac said:

     

    And Jontron is in it.

     

    This is the first time I'm learning about Jontron. This is an unfortunate controversy that mires an otherwise excellent game. I do not support the views of this individual, and what is more conflicting is that his cameo is for a a security guard in movie studio that has two species of birds in rivalry against each other.


  10.  

    The Game Maker Studio 2 Tutorial Repository Territorial 

    In the spirit of Game Jams and general learning together, I dub this thread a general repository for Gamemaker Studio tutorials. I am focusing on Studio 2, but previous versions are also welcome.

     

    Here's my current collection of tutorials oriented towards my own goals of making 2D character based RPG adventure games.

     

    DS Map Based Save System

     (youtube)

    Save game system using GMS2's built in DS_Map function. No external files "init" involved, for better or worse.

     

    Loop Music Track

     (youtube)

    basic music integration

     

    Automatic Tiling

     (youtube)

    A GMS1 oriented tutorial to create auto tiling which is an integrated feature of GMS2.

     

    Animated Tiles

     (youtube)

     

    Parallax Background 

    (youtube)

     

    Resolution and Aspect Ratios 

    (youtube)

     

    Input Buffer

     (blog post)

     

     


  11. Re: Tintin movie

     

    My take away from that movie was being totally confused as to Tintin's motivation to participate in his adventures. Indiana Jones is an archeologist working at university and has that motivation. Tintin, as presented in the Spielburg movie, has some pretense of being a journalist, but the events are sort of a random string of treasure hunts and breaking and entering, for what is ostensibly a glorified antiquing excursion. The result was a perception that Tintin was just a sort of meddling thief. Am I wrong in desiring Tintin to want to sit down and publish an expose or return a thing to a museum? Perhaps it is that Tintin's hero's journey does not seem to feed back into society, feeding simply into a selfish joy of discovery and plundering. Am I off base? Did I lose the plot?

     

    Re: Valley of the Gods

     

    I really enjoy that the photography element of Firewatch has been integrated into primary gameplay. How dynamic this will be is up in the air. But I have raised expectations of watching the film the player makes at the end of the game. Or creating makeshift dark rooms in tombs to review the footage and discover secrets. Waiting to the end of the game to review the un-edited footage, straight from the camera, could be a compelling travelogue of the game, and an interesting summary of the that play through's unique narrative. In a certain way this mixes the caricature found at the end of Firewatch into Valley of the Gods gameplay, the resulting film is paralleled with the caricature Delilah makes of Henry. Both summarize game choices into a single document.

     

     


  12. I know your model is based on Gravitational pulls and thus it's about gravity paths. But- what if it included solar wind? 

     

    it could be cool to have "cosmic wind" be the medium that exists between solar wind wells. For example, the heliosphere. Would a dual star system have solar wind-weather? I guess that is what is happening when a dual star system has donar stars. Stellar wind might be way more difficult to model than gravitational pull. And I have no idea if this has a reasonable effect on interstellar travel.