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For those who use Game Maker (Studio), is the current room editor any good for your needs or is it recommended to get a separately developer room editor?
What do you mean?
I haven't used Studio anywhere near as much as 6-8 but from what I've used of it, it seems to be more or less the same room editor, but just with a few new features and it's always worked well for me for what I needed it to do.
(02-11-2014, 02:16 PM)IndyGo Wrote: [ -> ]For those who use Game Maker (Studio), is the current room editor any good for your needs or is it recommended to get a separately developer room editor?

I dunno if it's just me, I used to use 6-7, but using studio, it seems like placing objects and tiles has being more difficult, like they incorporated a bunch of button combinations to get it to work properly, and maybe I'm just forgetful, but was it always like that?


edit:

What's that in your signature? Legend of Angry Pokemoncraft Bros. 2 Deluxe: Kirby's Revenge?
I personally prefer making my own level editors so I can have more easy access to values that are important for the game (and so that I can save and load levels externally).

Though I do generally find the GM room editor good enough for things where I only need to place objects and not further define anything else.
This is a good read for game people (no matter your experience level)
http://ramiismail.com/2014/02/game-a-week/
How cool...!

I can't read it in full right now, but from the little bit I read so far it sounds sort of similar to recent paradigm shifts I've been trying to force on myself in regards to art. It's some nice mental reinforcement, or something. I imagine the core concepts could probably apply to any sort of creative work.

Of course I also just like the idea of making games, so I'll definitely read it later.
http://www.hobbygamedev.com/spx/start-before-you-have-an-idea/
another article about ideas and games and doing things
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Still messing with Unity. It's pretty cool so far. I didn't make the model, but I made a the IK (Yay) rig and WIP run animation. Also, I quickly made a script to apply Root Motion for the Root bone which is fancy talk for having the animation's root bone move the player in-game =p.......[Edit] Which I just now learned how to do using Unity's built in stuff... (Not knowing how previously is why I went through the small trouble of doing it with a script.) [/Edit]

(I also finished a Unity Top down 3D Shooter tutorial, but I didn't do anything interesting past the tutorials. So I'm not gonna show anything of it)
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http://contest.rpgmakerweb.com/
It's a game-making contest! People should try it! There's real money prizes!

Ends June 30th.
Also if anyone wants to like team up for a thing on this or whatever, feel free to PM me or something!
btw rpg maker is literally $1 right now, so
Is it still a dollar? I forgot to download it the other day and my mobile is too slow at work to check the site.
Nope Sad
Fawk. Oh well, easy come easy go.
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I was recently working on Pixel Art GLSL shaders that help you as you're working on your art. Here's the blog post with the source, all MIT licensed. ;D

One make sure that a sprite only consists of a set palette. Sometimes a mistake might mean you have a few stray colors, this will parce the image and in milliseconds correct it (GLSL is super fast xD).

Another helps with making sure you're in a certain bitrate for images. currently we're using 8 bits per channel, so 32 bit for rgba, or 24 bit for rgb. with this shader you can lower the bitrate so you could be at say, the Game Boy Color's bitrate.
That looks pretty cool! I might be able to port it to Haxe's version of GLSL (HxSL, which I just discovered) and use it myself. I was wondering a while ago how to go about finding the "closest" colour in a palette, so that should be a great help. Thanks!
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