I wanted to create a shadow so players can run against their previous self and, even when I won’t be using your exact method, you gave me good ideas. Thank you!
Instead of saving the keystrokes as you did, I save every frame the x, y, sprite_index, image_index and xscale of the player, and then I save all into a file. The file also has a section called length so, when reading, you know how far you have to read. Also, I use it to know whether the current time was better than the ghost and , if so, I overwrite the file. If it wasn't, then the file remains.@@1upIndie
It would be cool to use this for play testing. Where you could record a bunch of players movement through the level, overlay and replay them together to see what works and where the problem areas lie
That is a good idea, each play would be a new text file, so that would be small in size. Not sure though if you do that with a big bunch at once (50 or more). Then it would be best to do it like in Shaun Spaldings ghost video where you have an empty object that is being controlled/set by the recorded values (sprite index, x,y, image xscale).
Just got into game dev/GameMaker a week ago, so you kinda lost me at "object that is being controlled/set by the recorded values (sprite index, x,y, image xscale)." I'm just now starting to grasp basic terminology like objects, rooms, shaders etc... I'll have to rewatch this video at a later date when I get a bit more advanced, as I didn't understand anything past the 2 minute mark. haha
@@lemonberriesOh snap, yeah it is a bit advanced if you are fresh in the dev thing. Once you are doing this for some time it all becomes background noise and this video becomes easy. So, keep it up and join the discord if you got questions or want to chat.
Hm, I would have a level ready in the background (I assume you are refering to Mario Bros 3?). And have an alarm or step event wait to be triggered. Once no input is there you roll in one recorded "player" like in this video. That recorded/demo was then you playing once and recorded before.
I wanted to create a shadow so players can run against their previous self and, even when I won’t be using your exact method, you gave me good ideas. Thank you!
Eh, don't leave me here dry with such a cliffhanger. How did you solve/remixed it?
Instead of saving the keystrokes as you did, I save every frame the x, y, sprite_index, image_index and xscale of the player, and then I save all into a file. The file also has a section called length so, when reading, you know how far you have to read. Also, I use it to know whether the current time was better than the ghost and , if so, I overwrite the file. If it wasn't, then the file remains.@@1upIndie
A great service for the community. thanks a lot.
Indeed.
You're on fire recently! Glad to see you back in full force.
Yeah I guess, thank you for watching!
Wonderful as usual , thank you!
Ya welcome and thanks for watching!
Thx for the information :)
Ya welcome.
Thank you for all the tutorials you provide us!
Thanks for watching them.
Nice topic!
Thanks mate. If you got ideas for topics like this, shoot. This was suggested to me.
It would be cool to use this for play testing. Where you could record a bunch of players movement through the level, overlay and replay them together to see what works and where the problem areas lie
That is a good idea, each play would be a new text file, so that would be small in size. Not sure though if you do that with a big bunch at once (50 or more). Then it would be best to do it like in Shaun Spaldings ghost video where you have an empty object that is being controlled/set by the recorded values (sprite index, x,y, image xscale).
Just got into game dev/GameMaker a week ago, so you kinda lost me at "object that is being controlled/set by the recorded values (sprite index, x,y, image xscale)." I'm just now starting to grasp basic terminology like objects, rooms, shaders etc... I'll have to rewatch this video at a later date when I get a bit more advanced, as I didn't understand anything past the 2 minute mark. haha
@@lemonberriesOh snap, yeah it is a bit advanced if you are fresh in the dev thing. Once you are doing this for some time it all becomes background noise and this video becomes easy. So, keep it up and join the discord if you got questions or want to chat.
thankyou for this tutorial and like how you take your time to explain
how would you go about doing a brief gameplay demo? Like how old games did after you waited at the title screen for a few seconds?
Hm, I would have a level ready in the background (I assume you are refering to Mario Bros 3?). And have an alarm or step event wait to be triggered. Once no input is there you roll in one recorded "player" like in this video. That recorded/demo was then you playing once and recorded before.