It's pretty impressive how quick you program in gamemaker now. My best friends and I are making a game that is a love letter to Ghouls n' Ghosts crossed with Demon's Crest/Gargoyles Quest with a sprinkle of Metroidvania. It is still pre alpha but it is coming along quite well and already pretty fun to play around with.
If you're looking for slightly random tile degradation, you should look at how minecraft crops grow. Instead of every crop trying to update itself, there's a global function that just chooses a random block every tick. And if it's wheat, then it increments the wheat growth. In your case, every 'tick', you can choose a random tile, and if it's land, degrade it. And the tick speed should be dependent on the world size, so that it's consistent on different world sizes.
Gamemaker is awesome and all and you are the man shaun definitley helped me learn to make videogames but you should move up to 3D gamemaking. its the same as 2d 100% you just add another dimension. you would be a pro at it.
The whole world update implementation that you did is actually what most designs do, they batch what is on screen keeping when the last time is was batched and updated. This way you can run loops based on the entities last updated time or when it was last batched. Then everything is based on that delta time, just like you did.
Could you make a tutorial on how to create an action bar for an RPG that allows easy weapon/item switching? Similar to Terraria or Stardew Valley. Thanks for all the tuts!
I had very large rooms with a grid of objects for the tiles that need to store values in a similar way. I had the same kind of performance problems but my solution was to move the all of the values to a single DS grid and updated all the values there. And then when I needed the values for a tile on screen I would pull the data from the DS grid of the matching tile (also, each tile belonged to a certain group, and these groups would update at slightly different times).
Wouldn't tile batching be the best method to get rid of the technical limitation? So like 2 tiles having the same falling value, having 4,3,2,1 tiles have the same value so it still feels natural while doing it in a batch?
If you wanted to do a linear decrease in the health of each tile, you'd just have to set their *initial* HP to a random value within the possible ranges for time it takes to decay. Learned this while doing something similar.
Interesting. I have a method where you dont need to convert normal coordinates to isometric. So you can design your isometric world in room editor and thats the thing. I like to have things visualised. It took me a while to figure out how to make isometric pathfinding in this system but I figure it out and its not that hard at all. It takes a few lines of code and it pretty clear. I think is easiest than converting everything to isometric and drawing it separately. Its not for a heavy big maps but for map like this it will work perfectly. But anyway good work, love your videos!
Hey Shaun! First of all, you just earned a new subscriber because your tutorials are really amazing and helpful. I am currently following your Action RPG tutorial videos and I have one question - is it fine with you that I will use the code which I will learn from your videos and use it for my own game? Even if in the future I would decide to publish such game? Do you not mind if someone is using your code? Thank you for a reply!
In your opinion, do you think that GameMaker is: Making more complicated functions and kind of de-centralize the functions to make it more dynamic? If so, does it make it less beginner friendly? I feel like it's introducing more data types and also de-centralizing some of the functions, for example: the 3D projection functions in GMS1 only required you to say: d3d_set_projection_ext(...) but in GMS2 we have to write 4 lines of code in order to achieve just one thing. I understand that GameMaker is trying to make it as dynamic and big as possible, however, I feel like it's making itself less beginner friendly. I hope to hear your thoughts! And also, great video, hope to see more of them in the future.
I love RTS games so this is super neat. Also you're credited on Deltarune ch. 2 if I remember right? Does Toby watch your videos lol? Or did you help him directly?
ngl.. the first bit of your game looked like / reminded me of that weird Moses / After Egypt game that was on TempleOS (both developed by the mad hatter Terry Davis RIP).
I was dissuaded from learning to code with cheat programs when I first found game maker in 2007. I'd love computer programming to make its way to a fine art some day
uh this is a very tedious question but your the only person I could think of to come up to, so in my GameMaker Studio when I try to create a executable I can only run Opera GX and I cannot use windows Ive been goin at it for almost an hour and I cant figure out why
Honestly, the game maker subreddit had become much less helpful lately. It's quite discouraging to ask for help over there and have people berate you for asking.
That shape you're thinking of is a parallelogram. If all the sides are the same length, its a rhombus.
This is awesome! Thanks for going through this! Love to hear the thought process.
It's pretty impressive how quick you program in gamemaker now. My best friends and I are making a game that is a love letter to Ghouls n' Ghosts crossed with Demon's Crest/Gargoyles Quest with a sprinkle of Metroidvania. It is still pre alpha but it is coming along quite well and already pretty fun to play around with.
How’s the game coming along ?
@@switcheezy Pretty good, it is still coming at a steady pace, slowed down a bit this summer because of work but steady progress none the less!
@@Jokerwolf666 nice!
the name you were looking for, is "rhombus" (equilateral diamond)
Magnificent
Bro when i try to create a sound it creates but when i double click on it or try to open nothing is happening
Please help
If you're looking for slightly random tile degradation, you should look at how minecraft crops grow. Instead of every crop trying to update itself, there's a global function that just chooses a random block every tick. And if it's wheat, then it increments the wheat growth.
In your case, every 'tick', you can choose a random tile, and if it's land, degrade it. And the tick speed should be dependent on the world size, so that it's consistent on different world sizes.
Gamemaker is awesome and all and you are the man shaun definitley helped me learn to make videogames but you should move up to 3D gamemaking. its the same as 2d 100% you just add another dimension. you would be a pro at it.
Hey Shaun, i know this has nothing to do with the video itself, but i love your nails!! Keep up the great content!
The whole world update implementation that you did is actually what most designs do, they batch what is on screen keeping when the last time is was batched and updated. This way you can run loops based on the entities last updated time or when it was last batched. Then everything is based on that delta time, just like you did.
The iconic "depth = -y". We've all been there
Could you make a tutorial on how to create an action bar for an RPG that allows easy weapon/item switching? Similar to Terraria or Stardew Valley. Thanks for all the tuts!
I had very large rooms with a grid of objects for the tiles that need to store values in a similar way. I had the same kind of performance problems but my solution was to move the all of the values to a single DS grid and updated all the values there. And then when I needed the values for a tile on screen I would pull the data from the DS grid of the matching tile (also, each tile belonged to a certain group, and these groups would update at slightly different times).
Wouldn't tile batching be the best method to get rid of the technical limitation? So like 2 tiles having the same falling value, having 4,3,2,1 tiles have the same value so it still feels natural while doing it in a batch?
If you wanted to do a linear decrease in the health of each tile, you'd just have to set their *initial* HP to a random value within the possible ranges for time it takes to decay. Learned this while doing something similar.
"so the selection box is using the real X and Y coordinates, but everything else is a fake projection, so i have to convert the" SHAUN STOP
Interesting. I have a method where you dont need to convert normal coordinates to isometric. So you can design your isometric world in room editor and thats the thing. I like to have things visualised. It took me a while to figure out how to make isometric pathfinding in this system but I figure it out and its not that hard at all. It takes a few lines of code and it pretty clear. I think is easiest than converting everything to isometric and drawing it separately. Its not for a heavy big maps but for map like this it will work perfectly. But anyway good work, love your videos!
Hey Shaun! First of all, you just earned a new subscriber because your tutorials are really amazing and helpful. I am currently following your Action RPG tutorial videos and I have one question - is it fine with you that I will use the code which I will learn from your videos and use it for my own game? Even if in the future I would decide to publish such game? Do you not mind if someone is using your code? Thank you for a reply!
yessir. he made a vid about that
In your opinion, do you think that GameMaker is:
Making more complicated functions and kind of de-centralize the functions to make it more dynamic? If so, does it make it less beginner friendly?
I feel like it's introducing more data types and also de-centralizing some of the functions, for example: the 3D projection functions in GMS1 only required you to say: d3d_set_projection_ext(...) but in GMS2 we have to write 4 lines of code in order to achieve just one thing.
I understand that GameMaker is trying to make it as dynamic and big as possible, however, I feel like it's making itself less beginner friendly.
I hope to hear your thoughts! And also, great video, hope to see more of them in the future.
Dude, I wish I could do Ludum Dare...
Ehi, crazy idea. Why dont you also make a tutorial on how to do an isometric rts more in detail? Like the RPG one
I love RTS games so this is super neat. Also you're credited on Deltarune ch. 2 if I remember right? Does Toby watch your videos lol? Or did you help him directly?
ngl.. the first bit of your game looked like / reminded me of that weird Moses / After Egypt game that was on TempleOS (both developed by the mad hatter Terry Davis RIP).
I was dissuaded from learning to code with cheat programs when I first found game maker in 2007. I'd love computer programming to make its way to a fine art some day
I am commenting purely for the awesome choice in shirt.
id like to see you expand on this
An RTS is one of the games I wanna make so this could be interesting to watch
A more in depth isometric tutorial would be game changing!
uh this is a very tedious question but your the only person I could think of to come up to, so in my GameMaker Studio when I try to create a executable I can only run Opera GX and I cannot use windows Ive been goin at it for almost an hour and I cant figure out why
Bro when i try to create a sound it creates but when i double click on it or try to open nothing is happening.anyone help
Do you think game maker now can do rts games like Stronghold or Age of Empires?
always could
Honestly, the game maker subreddit had become much less helpful lately. It's quite discouraging to ask for help over there and have people berate you for asking.
Not even his final form
How to make android game ?
Dommage que je ne comprenne pas l’anglais !
Not trying to sound mean, but if you're serious about game development, English is an absolute must.
Hello im first