|
Post by cardigenette of corn spoon not on Mar 23, 2014 21:46:38 GMT
I was thinking it was a huge nose but it's definitely open to interpretation
|
|
|
Post by orange08 on Apr 4, 2014 23:11:27 GMT
ladders, bricks and small sprites not sure what it's going to be but I'm having fun experimenting with things
|
|
|
Post by nik on Apr 5, 2014 2:49:05 GMT
something for game jolt
|
|
|
Post by cardigenette of corn spoon not on Apr 6, 2014 9:16:13 GMT
another surreal, walk left to right style game. what's a simple thing for the player to do? get the crystal?
|
|
tom
honorary potato (sprinkled with cheese annd butter flour)
Posts: 111
|
Post by tom on Apr 11, 2014 20:05:25 GMT
|
|
|
Post by cardigenette of corn spoon not on Apr 11, 2014 23:00:03 GMT
great feel to mechanics tom, looks fun
|
|
|
Post by orange08 on Apr 22, 2014 12:31:35 GMT
yes the shooting looks like it feels good
|
|
poshraven
Eggom ( a fresh bubu out of the lake, still wet from swimming should eventually dry off
Posts: 17
|
Post by poshraven on Apr 28, 2014 20:45:00 GMT
Some Stuff Attachments:
|
|
|
Post by crozier on Apr 29, 2014 2:54:57 GMT
Welcome to the forum Poshraven I'll try to try out your game some time this week, if I get the time.
|
|
|
Post by nik on Apr 29, 2014 20:21:10 GMT
sleepy sleepy
|
|
|
Post by cardigenette of corn spoon not on May 3, 2014 12:47:49 GMT
watching escape velocity gameplay on youtube is getting me back into making dernshous + ofcourse how people seem to like my game. pretty fun to work on, but the code is so messy and badly done like with all my games. not sure whether it's the right decision adding more mechanics and stuff but can't help it. making it where you can capture other ships like in escape velocity, and they follow you and shoot ships you shoot and start attacking ships that come after you. I'm surprised it actually works quite well considering my horrible code and how all ship AI is thrown in here and there within one object. still have a problem with 360 degree rotating stuff like with how game maker resets angle to 0 at 360 degrees; ships take the long way when turning sometimes. but I don't mind it too much.
|
|
|
Post by fawfulbeans on May 10, 2014 21:43:34 GMT
I think there's a workaround for that... can't quite remember it atm. I guess it depends on how it works, but the basic idea is you check the difference between the current angle and the destination angle, and then compare it to the difference between the current angle and the destination+360. or something.
|
|
tom
honorary potato (sprinkled with cheese annd butter flour)
Posts: 111
|
Post by tom on May 10, 2014 22:54:50 GMT
fawful is right, i encountered this issue too this worked for me: do this as a script in game maker: www.gmlscripts.com/script/angle_differenceand then you do image_angle += sign(angle_difference(destination angle,current angle)) * the turning speed; dont know what the heck the sign() does though
|
|
|
Post by cardigenette of corn spoon not on May 11, 2014 1:14:02 GMT
okay cool, i'll have to try it
|
|
|
Post by nik on May 11, 2014 21:07:45 GMT
sign() returns 1 if the number is positive and -1 if the number is negative
|
|