reedrehg.bsky.social
Just an independent game maker, standing in front of a game engine, asking for it to play nice today | 🎮 Working on an untitled space game | Building w/ GameMaker | 📍CA
87 posts
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Here's the game maker specific wrapper I used, but I'd assume there are a bunch of options. github.com/nommiin/ImGu...
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So you're telling me I can't wishlist this...
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Gamers always be gamers
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Seems fair. Definitely a whole lot of enthusiasm about the engine and community, maybe more than the games getting made with it.
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we'll miss you Fred
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What happened to Fred dude
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I've only used Godot a few times, but have never heard about the culty-ness.
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😂 I guess it keeps you on your toes.
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Welcome back :) and thanks for putting it all out there. Looking forward to what comes next.
And what's up with the snakes?!
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Kudos to you for the consistency, that's amazing.
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Reminds me a bit of Dark wood but man it is pretty dark, maybe it's my 30+ year old eyes but hard to make out exactly what's going on.
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That run animation is hypnotizing
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I've been waiting for another hypno space sequel, let's go
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Hey! I'm a dev and work in the bay, would love to be added if you've got room.
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Hey, wouldn't mind being included 😁
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😂
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Much better.
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If it ain't broke.
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My snowman is wanted for eating a dog.
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That's why you gotta just abandon updates and pretend like you never even made that game. Much easier.
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Ah so you mean I don't have to constantly try to "Open All Events In Tabs" and then try to keep them grouped when opening other objects code, so I don't go crazy. Or constantly hop back and forth between the workspace and tabs. That sounds much nicer 😃
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I've embarrassingly still have not tried the editor...what's do you think the biggest improvement is over the old editor?
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I can see that; use it to just delay something for a frame.
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Does mostly 1 bit pixel art and CRT filters count? If so, put me in coach 🙋♂️
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Ah cool, I was looking at the guys in the background bouncing back and forth. Animations look smooth.
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Nice. Used to work in a similar way (at a past company) and liked this style a lot. Our biggest issue was getting testable builds put together more often than at the end of each cycle, though that really wasn't related to the cycle length, or doing "agile" or not.
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What does the end of that 6 week cycle look like? Anything special before kicking off the next one.
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Big mental hurdle for many to feel like you are doing good enough, and not get caught up in your head. Especially for folks who haven't finished a big project before and seen all the mess in the middle before the light at the end of the tunnel.
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In both life and gamedev I need to know what I'm doing next 😂 so excel has become essential. Which one of the thousands of apps is your poison for tracking this stuff?
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Woah, are the animations using rotoscoping? And what type of shader you got on this thing? Looks great.
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I somehow missed this, but this is rad.
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Ah cool, looking forward to see where it goes.
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How are you thinking about drawing cards? Will players be able to draw cards on demand like this or will there be some system on how cards get into their hand, when they can draw again, etc.
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Ah, I've actually never used the particle editor and didn't realize there were limitations to it. I've only ever created particle systems/emitters directly from GML.
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I'm a gamemaker dev too, are you using drag and drop or GML? Wondering what limitations you ran into.
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Balatro never truly leaves you.
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🤖
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Looks good, I think the time on screen helps. The sprite disappeared almost too quickly to notice.
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Hi, I'm making a 2D game!