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November 27, 2020, 05:30:04 PM

Author Topic: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020  (Read 6729 times)

Offline Xerra

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #165 on: September 27, 2020, 10:17:43 AM »
Grumble. I just set up a GMLive system on my dev environment which will let me change map objects and variables in events while the game is actually running without needing to recompile. The same kind of thing Unity has had for a while now. I've got it working for simple stuff like changing variables in objects so I can adjust a jump height, for example, and test it instantly. However, I primarily wanted it for creating the game levels, as I would be able to move around the map and adjust any blocks that prevent progress, and make more interesting traps sooooo much quicker.

Needless to say I've put half the weekend into setting this all up and I still can't get it working. Docs for the system are pretty poor too, considering the extension cost £30.

Other than that, I'm probably doing ok time-wise. Level creation is going to be the slow part and the list of stuff to do seems as daunting as ever. Blinkok has just shown me another set of background graphics that I'm going to have to use, as they look so cool, as well. Probably for Qube's hidden Syntax Bomb lair.

Offline Steve Elliott

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #166 on: September 29, 2020, 07:10:29 PM »
Well it was a good strategy, which would have saved you a lot of time.  A shame the technical side of the chosen engine kinda let you down...I've been fighting with AGK recently, with things not working as expected, so I fully understand.

I tend to write my own code for everything so I can take it to another engine if required - rather than relying on the built-in stuff.  The only downside it takes longer to produce.
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Offline metamorpho

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #167 on: October 03, 2020, 03:02:02 PM »
Everyone has different monitor capabilities, so there is a question.
What's the best screen resolution to do?

x=1024  y=600
x=1024  y=768
x=1280 y=720
x=1920  y=1080
AGK [Blitz3D]

Offline iWasAdam

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #168 on: October 03, 2020, 03:07:49 PM »
you answered the question yourself:
Quote
Everyone has different monitor capabilities

work out what your minimum resolution you want to support is and work from there.

I'm currently working with 800x1024. but I want a vertical oldschool look

Offline Steve Elliott

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #169 on: October 03, 2020, 04:14:06 PM »
I tend to use 1080p (1920 X 1080) which is common/scales well on modern systems.  Using AGK's Virtual Resolution to automatically scale, and add bars too if a clean scale ratio cannot be achieved.

Quote
I'm currently working with 800x1024. but I want a vertical oldschool look

You could always use bigger pixels in your art package.   ;D
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Offline blinkok

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #170 on: October 03, 2020, 09:57:56 PM »
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and add bars too if a clean scale ratio cannot be achieved.
AGK does that automatically

Offline Steve Elliott

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #171 on: October 03, 2020, 09:59:51 PM »
That's what I just said.
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Offline blinkok

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #172 on: October 03, 2020, 10:01:02 PM »

Offline 3DzForMe

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #173 on: October 08, 2020, 01:28:42 PM »
Not too many dayz left to get that going Nutz entry started folks 😁

Offline Steve Elliott

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #174 on: October 08, 2020, 02:43:49 PM »
Quote
Not too many dayz left to get that going Nutz entry started folks 😁

Yep 10 days!   :o

Er started?!    :))
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Offline Xerra

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #175 on: October 08, 2020, 05:53:51 PM »
Not too many dayz left to get that going Nutz entry started folks 😁

 >:D

Offline MrmediamanX

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #176 on: October 09, 2020, 11:28:44 AM »
i'll need to upload my comp entry now due to being busy in the up and coming weeks ... damn it.  >:(
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Offline 3DzForMe

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #177 on: October 09, 2020, 10:34:13 PM »
I need to go find a mouse to generate the initial artwork for my entre', mousepads just don't work for moi for pavor.  I WILL have an entre' .... maybe.  T-minus 9 days - thats like more than 100 hours!

Offline Steve Elliott

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #178 on: October 09, 2020, 11:08:52 PM »
Quote
i'll need to upload my comp entry now due to being busy in the up and coming weeks ... damn it.  >:(

Why?  You might get some unexpected free time to tweak your game, and it doesn't take long to upload a program.

Quote
I WILL have an entre' .... maybe.  T-minus 9 days - thats like more than 100 hours!

Yep if you have time to go all in on a project, go for it!
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Offline Xerra

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Re: Code a game comp - Go Nuts! - Aug 18th to Oct 18th 2020
« Reply #179 on: October 11, 2020, 02:58:22 AM »
Getting my itch.IO page ready to add Tommy Gunn to my other games. I'm building up quite a collection :-)

 

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