Castlevania Dungeon Forums
The Castlevania Dungeon Forums => Fan Stuff => Topic started by: Viper on December 21, 2010, 12:37:52 PM
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Please not be angry for some kind of spam here.)
Just want to inform about another fan-game in development. I've been working on it for last two months. And permanently searched for a help.) Nobody was interested so far.
Kind of teaser:
Castlevania fan-game (http://www.youtube.com/watch?v=sHve9IOpA3Q#)
Basic idea is some kind of metroidvania, but without level up and different kind of weapons. Just whip (implemented three kind of whip now) and sub-weapons (axe, holy-water and cross). Also i want to make them important part of game. Like relics alongside with double-jump and other. So, without searching for axe or holy-water, go through some levels may be almost impossible. But teoretically...ok, like in Super Metroid 3, if you know what i'm talking about.
Diary of development, some screenshots is here:
http://pachka-chaya.livejournal.com/ (http://pachka-chaya.livejournal.com/)
only in Russian so far
Noticed that my English is terrible. Sorry, I really need some practice.)
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Hey, these are some pretty great ideas you're showing off in the video. It looks like there are pits of death even though it's an adventure like SotN. It also looks like you go to church to get missions. Neat stuff.
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Wow only 2 months? Looks great so far. What are you using to make it?
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Thanks for replying!)
I'm using Game Maker. Never did anything like that before, so selected it randomly. So I really don't know is this a good platform, or not. It has built-in mechanism to show sprites on screen and check collisions. And besides that it have many stuff for beginners, as far as i can see. But in the end you still have to write tons of code.) Built-in programming language is not so bad.
Actually i spend most of time on rewrtiting platforming engine, at least three times, and working with sprites. Sprites is really a headache. Just to place enemy parts on right places pixel-accurate takes hours. Unfortunately i'm not artist at all, i'm more into music.) If i could find some people to draw some arts for game it would be great.
Now i'm working on monster's code. To have a couple of them not just walk left-right, and fly after character, you know.) Alongside adding content to game: more breakable stuff, levels and other.
Also i need help on sorting sounds pack to use some in game. I just haven't time for that. If anyone could help please write. Problem is to name a ton of .wav file in accordance with their content, so i can use right sounds in right places.) 123.wav -> "falling in water.wav", for example
If anyone interested you also can contribute a level. It have to be a .PNG file not smaller than 256x192 with some territory. Full freedom here. I will place special objects like "floor" and "chandeliers" where needed.
Aso any other help, and just ideas is appreciated.
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I think someone here has made a Sound Effects pack, which is properly labeled. We have a few 'homebrew' programmers here, and I also know there are a couple of people using Game Maker.
Which version of Game Maker are you using?
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Interesting, thanks. I will search for it.
GM8
I'm also using a couple of extensions for it written by some good guys: lightning engine and FMOD library for GM for sound. You can find them on official GM forums.
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Only two months into this project and it looks quite solid! Keep up the good work there dude! :)
-X
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Wow.....you have done a very cool and excellent work!!!! Also, you have some very intresting ideas!!!! I wish that game developers, they were having the same imagination, as you.
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I think someone here has made a Sound Effects pack, which is properly labeled.
Can't find it unfortunately... It was posted here?
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You'd have to make a new thread requesting it.
Or search the forum's Fan Stuff for "Soundfx" or "Sounds" or something.
Here's one thread I found with a search for "Sound FX" here, Omegasigma uploaded a bunch.
Here ya go. (http://castlevaniadungeon.net/forums/index.php?topic=2719.0)
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I can't dowload from any links from there, but still thanks. I have out of luck, i think. :-) Anyway, i started to make some original sound effects.)
I have to take a break till end of January, so i rearranged videos in some kind of teaser. It covers the same levels but have a little touch on a story. Unfortunately i'm not allowed to post links. :(
Ok, youtube code is here:
sHve9IOpA3Q
If anyone could replace links in first post with this, i will be grateful. As usual.)
Happy New Year! Wish you to whip your problems and be happy!
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You're not allowed to post links? Is the forum giving you a message?
You should be able to post URL links if you go past 3 posts.
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I get this message:
The following error or errors occurred while posting this message:
Sorry, you are not allowed to post links.
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Ok try now. ;)
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Tried. Got the same error message. :)
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Try logging out and back on? :(
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Finally works. Thanks again!
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Two new screens.
Game eats so much memory. :o Trying to optimize some things now.
Classic spearmans. No Castlevania without them. ;D Now they are much more secretive. Like to attack from darkness suddenly.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fpics.livejournal.com%2Fpachka_chaya%2Fpic%2F0000151g&hash=977dac8d67d9c615ad2996cd69e0035e04dc6fe1)
Attempt on inventory. Don't like all these hierarchical menus.)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fpics.livejournal.com%2Fpachka_chaya%2Fpic%2F000038gq&hash=f10eb700237a60241d628f9d8f2cb1223a59dc3a)
Always thought about some "moving" levels. One I realised is lift (was in teaser), another one here. Something like that was in SotN (undergound cavern) but had no challenge at all, just some bats. After Simon's Quest's similar level it was disappointing. So, why not to have many obstacles on the way? Boss maybe?)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fpics.livejournal.com%2Fpachka_chaya%2Fpic%2F000025hh&hash=f0007c0293a67341a134cefccf9d606e73a0a501)
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I really love the way you are thinking.........i think that people in Konami, should take examples from your work.
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Looks good man 8) If you're looking for coding help and stuff, hmm...try going to a fangame forum, like a MUGEN forum or something? They might be interested :D
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Another question: what would you like to change in classic monsters? Maybe some behaviour is annoying, maybe you want to see some new attacks, maybe interesting using of old attacks?
For example:
Basilisk turning you into stone while you jumping over death-pits (that one was in teaser)
Spearman's mentioned a few posts earlier
Bats sitting on your head and drinking blood :-)
Zombies spitting blood
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this game looks fantastic...
it puts horror in metroidvania games...if you manage to succeed in mixing those 2 then this game will be one of the best castlevania fan games ever made.
I mean...u got rpg elements,horror,action,graphics,a nice seem plot etc etc...
cant w8 for the next update...
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Awazing work, man! Your ideas are great and the quality is impressive! That project needs to be completed! I like the way the game looks.
If you're looking for some Castlevania music arrangements/covers for your game, just ask me and I'll try to help you! :)
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Looking excellent, can't wait to play it. The mansion and the forest look really awesome. very creative.
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Hey man, your game looks really cool. Good luck for you.
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Wow this game looks great. Nothing wrong with hierarchical menus; I like it.
I hope you will finish it till the end. The million dollar question is: when can we expect a demo ;D
Good luck with your project!
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Thank you all.)
The million dollar question is: when can we expect a demo ;D
Maybe next winter, maybe not. Who knows? :)
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I find it interesting that you are using Mansions.
Simons Quest did it, but that game was widely regarded as a failure. [at least comercially anyway, -I- however liked it].
Its a nice change from running around all in the one castle.
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I was making a fan game too...
Then I saw this...
I just realized I have a looooooong way to go.
I can't wait to play your game.
This looks very promising.
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Grim_Creeper
Simon's Quest was great. :) My work certainly have some inspirations from it.
JiPrime
You can join team. ;) Or I can give some technical advices for your game.
All
Just added keyboard controls. Have to ask: what buttons you usually use for which actions? For gamepad I refer to Nintendo DS control scheme:
D-PAD - moving
A - using subweapon (maybe i'll change that to classic Up+Y, don't know yet...)
B - jump
X - itemcrush
Y - attack
L - not used yet, maybe backdash
R -select subweapon
Select - inventory
Start - main menu
Of course i'll add possibility to change controls, but i need some default scheme.
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To Viper.
I wrote a Dice game set in the world of Castlevania at one point.
If you find yourself in need of a original item or enemy I place my lists at your disposal.
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Please do add in a button configure option because I really dislike using the keyboard and having my movement pad and buttons reversed. The left hand was meant to use the directional scheme while the right was meant for button mashing.
-X
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The latest update on the journal have some really cool screenshots.
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I'm impressed by what you've coded so far as seen in the videos, if that is indeed what YOU have coded. There are some things in the vid of note that strike me right away as needing to be polished -- namely collisions and damages (maybe run a time line or separate object that draws the hit enemy or hero in all white off and on by toggling draw_set_blend_mode=1 and draw_set_blend_mode=0).
You probably won't find anyone to help you on Yoyo Games' Game Maker Community forum, but they'll always try to help you figure out problems.
Also, if you want a bug tester, send me a private message. My fangame is going to be NES style as best as I can muster and using the game mechanics from CV1-3 (right now I'm using CV3's mechanics). My coding is a mess and convoluted, as I've told Aridale. My coding is a mess and my games never get finished because I'm always bug-testing and I make sure every line of code I add works as intended before moving on. For example, as I told Aridale, I'm still trying to perfect jumping in my game. I have movement handled by a time line, which is fine, but the way Game Maker handles collisions is giving me so much grief. But yeah, I could probably find bugs in your game that you would never even think to find. I bet 95% of all "finished" Game Maker games have bugs I could find easily enough, game mechanic ones. Not that console games didn't have similar bugs. Just watch tool-assisted speed runs on YouTube. Pulseman, for the Sega Genesis, was a fun game but had some major flaws in its mechanics you could exploit.And debug mode in the Sonic the Hedgehog games was always fun for me. Super Mario Bros., the first one on the NES, even made use of one of their bugs rather than trying to fix it.
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As i wrote in LJ (I think I need to post there in English too :-)) I already fixed collisions with enemies, now they are pixel-perfect, so you don't have situations when you get damage but don't see visual collision. Noticed though that in original CVs some collisions with enemies don't hurt you (like when you attack, your hand is secure, fixed that too).
All game except for EasyLightning engine by Reuben Shea (though i made some modifications to it), SK2D skeletal system by Michael J (same story with code improving) and if i'm not wrong "rain" and "explosion" effects from gc engine is completely programmed by me, yes.)
Thinking about visual damage, i have some blood effects, but still thinking on that great "palette moving" effect you have in DS titles. GM doesn't support palletes if I'm not wrong, which is soooo bad. I don't like simple colour overlay or blinking for that situation.
Also I really aprreciate if someone help to make "blood" effect like in DS titles. You know, that orange small pixels flying from you or monsters when get damage.
You can try to get particle parameters for it with this:
http://gmc.yoyogames.com/index.php?showtopic=290449 (http://gmc.yoyogames.com/index.php?showtopic=290449)
And then send me particle file.
Engine now seems more or less ok (some bugs still exist, like two landing sounds when fall through drop-down platforms), maybe it's not identical in jumping and running to DS games, but I don't really think it's so necessary.
Mainly I work on monsters and levels now. Programmed white dragon (that head on spring moving like crazy) few days ago, now working on two completely original monsters.
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Wow, Viper, your game sure looks amazing :D
I´d love to hear more about the basic story.
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is there any update...? I hope the creator is still working on the project...
it looks awesome..
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I'm working, don't worry.)
Levels, monsters, dialogs...
Don't like gameplay now. It looks booooring. I hope i will find a way to fix it. Don't see any reasons to release demo until then.
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I'm working, don't worry.)
Levels, monsters, dialogs...
Don't like gameplay now. It looks booooring. I hope i will find a way to fix it. Don't see any reasons to release demo until then.
thanks for the quick answer :) ...
well...if u want some testers or even critics I m here ( I m an old gamer with no life -,- )
looking forward for ur next move
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I wish I had seen this sooner. This looks fantastic! Keep at it please! :)
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Dracula! In the name of my mother...I WILL DEFEAT YOU AGAIN!
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any update :( ?
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Surprised no one wants to contribute to this project, it doesn't look half bad.
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still nothing :(
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I am banned because I'm a bot. Ignore these posts from now on.
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still nothing :(
Some additional in-game video this week probably.
Still in a big need for an artist. It can end with doom-style "story in txt file" this way.)))
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It looks like it could be a great game. From what I've seen so far, it really has potential and I like how you aren't stuck in Dracula's castle the entire game. However, I would like to see some details on the story. When does it take place? Who are the characters? Do you go to Dracula's castle at all? Do you ever fight Dracula? Keep up the good work.
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When does it take place?
Some other place, some other time. I have a map and some locations names, but no country name yet.)
Who are the characters?
For now I have main character named Ralph, his fiancee, a man named Jorgenson, Dracula, a girl named Melissa and some other NPC like Cornuell with his own goals, nobleman Darell, town priest, of course the Ferryman and more. Any name coincidences with characters from official castlevanias are accidental.
Do you go to Dracula's castle at all?
Yes. This is Castlevania after all. :)
Do you ever fight Dracula?
Sort of. Don't worry, that "sort of" has nothing to do with any IGA's "sort of"s.
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Who are the characters?
For now I have main character named Ralph, his fiancee, a man named Jorgenson, Dracula...
Could it be?! :o
Nah, just kidding.
I've actually seen this game's trailer quite a while ago on YouTube. It looks really great so far. I was hoping for a long time that you'd release a demo of some sort. ^^
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For unknown reason camstudio now makes avis with not synchronized audio.
So, some screenshots from different parts of dracula's castle at least:
http://pachka-chaya.livejournal.com/9705.html (http://pachka-chaya.livejournal.com/9705.html)
I also have some comments that my "Julius with Trevor's head" character is ugly. Well, he probably is.) I'm not a sprite artist at all. Maybe I should make a request for a character sprite, like in other thread here?..
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Actually Trevor's head on Julius' body doesn't look to bad at all. It looks pretty swell in fact.
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It actually does look problematic. Julius was made to be facing in a 3/4 angle, whereas Trevor was made facing a full 4/4 angle, thus making the pose look kinda funny gameplay-wise. It'd be just as weird sticking Julius's head on Trevor's body.
I'd help you with the sprites, but I'm tackling a metric ton of projects right now. Wish I could be of more help, since I really like the way this game is looking.
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wow,i saw the screens,and i like how the castle looks.
i don´t have any problem with the character sprite,they are perfect to me.
will there be castle keep in the dracula castle just like in the official games?
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Castle Keep...don't know. There are so many of them and all look more or less the same. If anybody makes an interesting castle keep I'll probably include it in game, but I'm not interested in making one.
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Ralph could use a little work but the game looks amazing.
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will there be castle keep in the dracula castle just like in the official games?
Every castle has a keep. It's the central part of the inner structure of the outer castle itself. Otherwise it's just a fortress. But I know you mean Dracula's top-most tower. Always a fave :)
Castle Keep...don't know. There are so many of them and all look more or less the same. If anybody makes an interesting castle keep I'll probably include it in game, but I'm not interested in making one.
If you don't feel the need to have Dracula's tower you could simply do your own style. By tradition, Dracula is always met in the top of Castlevania. It signifies his power over the people and the country. Other games like CV2, SotN, HoD, seem to favor the dark crypt in the heart of the castle. Not my personal fave mind you, but it's a different approach. If you've got something else in mind for the final meeting place then we'd love to hear about it.
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Another question.
What do you think about variable-size viewports? I mean, what if in one room you have standard 256x192 view size, and in another, f.e. 384x256, so character will be smaller on the screen but you can see more space around you? Or it's too confusing have such things in one game?
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Another question.
What do you think about variable-size viewports? I mean, what if in one room you have standard 256x192 view size, and in another, f.e. 384x256, so character will be smaller on the screen but you can see more space around you? Or it's too confusing have such things in one game?
Actually, many games have done this before. It'd make it more dynamic, actually.
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Sad to say, but it seems that I must suspend project now.
The reason is buggy Game Maker. When quantity of sprites in my game exceeds some number game starts to glitch, freeze etc. I checked all my code, and it seems to be GM issue. The same game without some sprites run perfectly, add them and it ruines. It seems its somehow collide with FMOD wrapper also.
Maybe with some GM update problem will disappear, but until then it seems that tens of new sprites, over a hundred rooms, dialogs and monsters, new music and sound effects was a complete waste of my time.
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If you want, send me the GMK (I hope you're not on 8.1... Well if you are, I have a program to convert it down to GMK) and I can try to widdle down the issue to manageable levels.
When you say "too many sprites" do you mean the sprite library is too big or do you mean too many instances in the same room or do you mean too many sprites being draw in the room?
Debugging your game would also give me something to look at other than mine. Lord knows I have enough bugs in my engine to keep me busy for years.
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Sad to say, but it seems that I must suspend project now.
The reason is buggy Game Maker. When quantity of sprites in my game exceeds some number game starts to glitch, freeze etc. I checked all my code, and it seems to be GM issue. The same game without some sprites run perfectly, add them and it ruines. It seems its somehow collide with FMOD wrapper also.
Maybe with some GM update problem will disappear, but until then it seems that tens of new sprites, over a hundred rooms, dialogs and monsters, new music and sound effects was a complete waste of my time.
How many sprites do you have in game so far? I have over 300 sprites (not even taking into account how many frames each has; and some of them have 20 frames) and I have not had an issue yet.
You are aware that you can also use external sprite files right? Not just internal ones, which is something I have started doing. You can also delete them as needed, so I do not comprehend how sprite # can be an issue. Also if sprite amounts was an issue I don't think that the CV3 project would got as far as it did. Are you sure that something else isn't causing your problem? O_o
As for GM being buggy no disrespect meant, but so far the majority of the bugs I have seen is due to people giving advice and not knowing what they are doing, or people just not knowing how to properly code. I am working with 3d objects, normal sprites, views, parallax, mp3, and ogg files, normal wav sounds, ini files, loading external images & files, scripts, sprite based fonts, multi tile layers, parents, particles, etc. etc. and I have yet to see an issue with GM itself (though I have seen issues with user coded stuff like FMOD).
And keep in mind I am only an INTERMEDIATE level coder at most, and I would honestly call myself a beginner. An expert level programmer would have done WAY more than me by now. :)
If you give more details I may be able to assist you. But right now your post doesn't make sense
P.S. Try sinbass audio; that engine is simple, yet has everything the average user could want. 8)
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I was having high hopes for that game, only to hear that today........i hope that a solution will come to your aid and finish what you started!!! :)
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Viper, I sent you a PM if you want help with any of that.
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Don't forget to read my post at the bottom of Page 4, too.
I'm with Esco on this. I have yet to hear of a sprite limit bug in GM, and I frequent GMC quite a bit (never read the higher level posts, though... I just assume they'd be over my head). There are bugs in GM for sure which have been noted, possibly slated to be tackled in GM8.2, but sprites isn't one of them. And to date the only game-breaking bug I've encountered is the image_xscale bug, and that one I've already created a script to partially compensate for.
Now, there have been sprite issues with GM in the past. It seems that in most of those cases, either the person was using MP3s, which sapped GM of its memory, or hundreds and hundreds of what I'm guessing were over-sized sprites (a guy tried to make a trading card game but it said he didn't have enough memory for the sprites, so I'm guessing he used some very high-quality graphics).
So there's basically one of two options for you. If you've prerendered the sprites to 2x or 3x scale, that's just plain retarded and you need to reload the sprites at 1:1 scaling. HD sprites are nice and all, but people tend to go overboard these days. The other option, which Esco mentioned, is keep certain sprites externally.
I also can't help but wonder how you're coding this that you would need so many sprites. Are you using image_xscale to mirror sprites or do you have both left-facing and right-facing sprites? Does Ralph basically use up an entire sprite sheet for all his frames of animation or is he composed of simple sprites pieced together as need be? The Vampire Killer has NEVER been a part of a Belmont's sprite; it has always been a separate sprite (or series of sprites). Are you using separate sprites for masks? Masks are a waste of space since GM8. They may have their place in some games, but they're complete trash in a platformer like Castlevania. Do you have any placeholder sprites, meaning any sprites that don't have an active bounding box? In my Castlevania engine, the stairs all have placeholder sprites, but in my case it's because I'm making a rudimentary user-friendliness in it. Ideally, my stairs would use spriteless objects and just check against relative X and Y coordinates.
The biggest problem I have with GameMaker is it doesn't teach greenhorns how to manage resources. It encourages wasteful spriting. Sprite resource sites like Shyguy Kingdom and Spriters Resource are partially to blame too. They make sprites readily available in sheets, so beginners just take the sheets and rip the sprites directly from the sheets. Or some people who rip sprites on their own - good for them! - use the screen capture method. That's a huge no-no in sprite ripping (although it's sometimes the only feasible way depending on how the ROM was coded). People nowadays, professional programmers too, think, "Oh those old systems had their limitations. We don't have those limitations nowadays so there's no need to break my sprites down like that." People need to learn that sprites are built in code, not in graphics programs. Twenty 16x16 sprites will take up a lot less memory than thirty 48x64 sprites.
Edit: Sorry, there is also the one foreseeable bug that I don't know if anyone's ever encountered. GM assigns and index value to sprites, objects, rooms, timelines, backgrounds, sound files, you name it. If the index is high enough, it may cause issues. I never reached that point, so I don't know if GM has any way of overcoming it.
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And to date the only game-breaking bug I've encountered is the image_xscale bug, and that one I've already created a script to partially compensate for.
??? I fail to see how a one pixel difference is game breaking. I in fact use image_xscale = -1 constantly and NEVER have an issue. I even tested having my character against a left wall pressed against it while facing right, and then had him turn left (image_xscale becomes -1 then). He does not get stuck. Is there something else to this bug?
On that note, I will say that the people that seem to have collisions issue in GM are people that use the internally built hspeed and vspeed values. Now those are SHITTY! But that is easily worked around by making their own. :) I do definitely hate the screen tearing in GM, as well as the fact that while your speed can be by a real #, view can only be moved in integers. Also the fact that draw rounds image_index values different than other events is odd (though easily compensated for with a floor statement in front of it).
Luckily any tiny bugs I have seen have been easily worked around. The majority of the time people call GM buggy it is because they just don't know what they are doing. I in fact find it amazing how often someone tells me it is IMPOSSIBLE to do something I wish to accomplish, and then I easily do it. I am sure you have probably ran into the same thing a couple of times as well.
Now, there have been sprite issues with GM in the past. It seems that in most of those cases, either the person was using MP3s, which sapped GM of its memory, or hundreds and hundreds of what I'm guessing were over-sized sprites (a guy tried to make a trading card game but it said he didn't have enough memory for the sprites, so I'm guessing he used some very high-quality graphics).
CPU resources management is an issue with any game that the programmer MUST taken into account. Sadly most GM users do not seem to do this. :(
The biggest problem I have with GameMaker is it doesn't teach greenhorns how to manage resources. It encourages wasteful spriting.
I agree. I in fact intend to go back and make many things more efficient after I release my demo. Hence yet another reason the code will be released about a month after it. :)
Edit: Sorry, there is also the one foreseeable bug that I don't know if anyone's ever encountered. GM assigns and index value to sprites, objects, rooms, timelines, backgrounds, sound files, you name it. If the index is high enough, it may cause issues. I never reached that point, so I don't know if GM has any way of overcoming it.
You are talking a value way higher than anyone should ever reach for ANY GAME.
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I'm not really sure it's number of sprites issue, maybe it's some specific combination of something. What makes me thinks of sprites number is when i take my last week project backup and import in it all sprites exported from current version it starts to freeze etc. If I import all other objects, scripts etc game still runs perfectly. Maybe I must try to find all sprite changes since then, and then find what sprite causes that, but it's hard work really.
Yeah, I know about image_xscale and don't use prerended sprites or something like that. Of course VK is in different sprites, I also use skeletal animation for some bosses, so I don't have something like Galamoth animation in sprites. ;D
I also know about external sprites loading but I don't really see a way to incorporate this in my current engine without painful handwriting tons of primitive code.
Just thought that i moved to GM8.1 recently. While it runs my old backup perfectly I'll still try to use program i've been told to convert project back into GM8 format and try to compile game in it.
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@Esco: As I even mentioned on GMC about the image_xscale bug, it's probably not so much a bug as a fail mechanic. Sprite mirroring seems to work the same way in GM as it did on the NES, because the image_xscale "bug" is on there as well. The World -1 glitch in Super Mario Bros. was definitely caused by the sprite mirroring bug. Trevor having different collision detection when facing left than when he's facing right seems to be related to it as well (although that one I'm having trouble pinpointing the specifics of the mechanic).
Now, as for why you can't get it to glitch out in your game, I'm not sure. Maybe you just don't have the debugging skills that I do. :D It's also possible you actually did code your game in such a way that the bug will never rear it's ugly head. But every GM game that has clearly used image_xscale has had that bug in it. That little Halloween game using Gameboy graphics used image_xscale for sure, because one second I was running along happily, then the next thing I know I'm stuck in a wall by a pixel.
One pixel makes a huge difference. In my script in my engine to make sure there's nothing over Trevor's head when he jumps, I set the horizontal checking range 1 pixel less than the range for his landing. I never noticed it until I placed a block in such a way that Trevor could actually jump into that block before the collision detection kicked in. All because of ONE pixel.
@Viper: Wait, does it crash when you load the game or when you import the sprites? If it's crashing while importing sprites, um... Try restarting your computer first (RAM fail). Import sprites separate from the rest of the backgrounds and codes and such. Try not importing sprites you already have in the backup. Try exporting only one sprite directory at a time and importing it into the backup (this will take a while, but it's less intensive).
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Tried to convert back to .gmk and run from GM8.0. The same freeze.
@TheouAegis
Game Maker itself does not crash when i import sprites or ever. It's my compiled game which freezes and acts strange with no reason. I imported just sprites, no backgrounds etc. GM can not export sprite directory as far as i know, only all sprites, or one sprite at a time.
By the way I have 797 sprites in GMK. ;D
Tried to open GMK in LateralGM. It thinks for a couple of minute and then remains the same as i didn't open something. Opens other simple gmk i have though.
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Haha.
I commented all FMOD wrapper scripts in game and now it runs perfectly! ;D
So, there's two possible reason for situation: buggy FMOD or its wrapper (which i hope), or game eats too many resources which GM runner can't handle.
Next step I think to try to use sinbass audio engine Esco proposed and write substitutes for all FMOD functions i used in object codes. Does it support positioning sound instances (I think just pan support is enough as long as we have 2D-game)?
Upd: Just looked onto sinbass...it does support pan, but it seems i must manually program sound fading alongside with panning to get something similar to FMOD sound instance positioning...and it doesn't support groups and some other things i used...
Looking for another sound engine substitute now...
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Upd2:
This is most definitely memory/resources issue. Temporary solved problem cause i found that i load music and some other ambience into memory completely. Switched it to streaming from files.
No problem for now. But what will happen when I make game even bigger...it seems loading external resources is really necessary to do for a big game...
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@Esco: As I even mentioned on GMC about the image_xscale bug, it's probably not so much a bug as a fail mechanic. Sprite mirroring seems to work the same way in GM as it did on the NES, because the image_xscale "bug" is on there as well. The World -1 glitch in Super Mario Bros. was definitely caused by the sprite mirroring bug. Trevor having different collision detection when facing left than when he's facing right seems to be related to it as well (although that one I'm having trouble pinpointing the specifics of the mechanic).
I am well aware of that Theo. But thanks for the history lesson. ;D
Now, as for why you can't get it to glitch out in your game, I'm not sure. Maybe you just don't have the debugging skills that I do. :D It's also possible you actually did code your game in such a way that the bug will never rear it's ugly head. But every GM game that has clearly used image_xscale has had that bug in it. That little Halloween game using Gameboy graphics used image_xscale for sure, because one second I was running along happily, then the next thing I know I'm stuck in a wall by a pixel.
It is because my hitbox object is separate from my player object; which is the way it should be. My hitbox is just a red box, that has a normal size, and ducking size. It does not scale or change graphically in any way. It uses a spr_dir variable, that is then referenced by the player object, whose image_xscale is changed as needed. The hitbox controllers all controller movement and collision with tiles. The player object controls collision with enemies, items, and is mostly animation. Which is the way it should be, since almost all 2d games are programmed like this, and have been for years.
Since hitbox does not scale, the bug does not affect me. And also I can clearly see where all collisions occur in real time with it.
One pixel makes a huge difference. In my script in my engine to make sure there's nothing over Trevor's head when he jumps, I set the horizontal checking range 1 pixel less than the range for his landing. I never noticed it until I placed a block in such a way that Trevor could actually jump into that block before the collision detection kicked in. All because of ONE pixel.
Every engine has it's limits and bugs; usually minor stuff like this, so walk it off. (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Ft3.gstatic.com%2Fimages%3Fq%3Dtbn%3AANd9GcTSVZ2GAMMcmk91m6Q3qhHWhmrQq4x6M4AprMNMNvLCFxykwhDK_w&hash=3f86bddbf3ed97fb2f48b4b838076f555e656b86)Although I agree that it should be fixed, this is as I said not important and I think that given the option the GM makers should focus on more important stuff. :)
VIPER: I do not know what you mean by "group" when it comes to sounds, but programming in panning/fading based an objects distance in reference to the player is quick and simple code via a parent object. And after using Sinbass I have to say that it reasonably seems to have everything that a 2d game engine needs.
..........but then again, I am definitely no sound expert! ;D So if there is something of importance it is missing please feel free to educate me so I can learn. 8)
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Yeah...separate "wall-colliding" object is something i got on second month of development. Have to say, I'm not programmer at all, so all this stuff is kinda new for me. But as far as I can see almost all important things I realised right to this moment.
Except for room sizes, which have any size in my game, so room transitions i program by hand. :-\
I think I already know how to make sound positioning and groups with sinbass. So...if I again will meet the issue, moving onto it will be my next step.
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But if GM allows pre-scripted hitboxes, there should be no reason to clutter the game with collision-only sprites. Why draw a box when you can just tell the program, "Hey, this sprite has a box around it with such-and-such dimensions, so don't let anything cross its boundaries"?
But whatever. Some people insist on wasting a byte or two with extraneous sprites. To each his own.
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But if GM allows pre-scripted hitboxes, there should be no reason to clutter the game with collision-only sprites. Why draw a box when you can just tell the program, "Hey, this sprite has a box around it with such-and-such dimensions, so don't let anything cross its boundaries"?
But whatever. Some people insist on wasting a byte or two with extraneous sprites. To each his own.
You don't get it. We have separate sprite mask for a collision with walls. What you say used for collision with enemies.
For example I have some player sprites: idle, walk, attack.
When player is in any of these states its collision with walls must remain the same, so he don't get stuck into walls etc.
But he should get hurt when he touches enemies, so his mask colliding with enemies must change. And I use that mask incorporated into sprites to do that.
Additionally: in CV when attacking player touches monsters by his hand a little he don't get hurt. So I limit mask in his attack sprite a little with GM mask parameters. The same goes for his coat when he walks etc.
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But if GM allows pre-scripted hitboxes, there should be no reason to clutter the game with collision-only sprites. Why draw a box when you can just tell the program, "Hey, this sprite has a box around it with such-and-such dimensions, so don't let anything cross its boundaries"?
See Viper's response; he perfectly explains (and I attempted to above) why game company programmers do this with the player character, and why I recommended it.
As for other things besides the player, that is a simple fix too; just set up your own movement engine (which you should do anyway), and then if a wall is 1-2 pixels away, set the object to not move closer. Simple bro.
But whatever. Some people insist on wasting a byte or two with extraneous sprites. To each his own.
....... wait you mean you are actually concerned about 1 or 2 whole bytes? O_o
OMG WHO THE HELL CARES! (http://www.youtube.com/watch?v=RFZrzg62Zj0#)
P.S. Sorry Theo, but you know you had that coming. ;)
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One or two bytes can easily multiply into one or two megs. Every resource counts. RESOURCE MANAGEMENT! :-X
And all my sprites have their hitboxes set the same without using masks. A 16x32px hitbox with bbox_left at 0 and bbox_right at 15 is the same as a 16x32px hitbox with bbox_left at 9 and bbox_right at 24.
And sprite masks would be affected by the image_xscale bug too if you ever accidentally used image_xscale on it. The only reason nobody ever notices it when they use separate sprite masks is because they don't change the image_xscale for the mask. That doesn't mean the bug isn't there, it just means people are unnecessarily wasting resources because it seems easier for them to do that than to work with the bug. If you use custom collision detection, the bug is easily compensatable. If you use GM's built-in options, it's a gamebreaking bug that needs to be countered with sprite masks. GM8's sprites function exactly as a sprite mask would, they're just more susceptible to some bugs, but you have a lot more flexibility using each sprite's built-in bounding boxes as of GM8. I think you still need masks for isometric games, though. I haven't played with bounding boxes that much yet.
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Hello! someone here ? I just wanted to know what happened with this game? :(