Sweet stuff! How do you go about doing the shading on that? It doesn't look hand made but rather tool assisted or automated, or at least with some certain type of brush?Most satisfying part for me was to draw this badboy
Hand made, its just ambient occlusion type a thing (couple layers of multiply, soft light, and of course using any soft brush you like).Sweet stuff! How do you go about doing the shading on that? It doesn't look hand made but rather tool assisted or automated, or at least with some certain type of brush?
Ah, okay. That's the main thing that I was missing. Replayed it, and won fairly easily. I feel like you could get away with making it a bit more difficult (maybe 1.5x boss health?) once the tells are made slightly more obvious.His fist will start moving to the side slowly.
Yeah, I really had trouble balancing it. I found it way too easy myself. I honestly thought the tell was too obvious, it used to be so much more subtle. Health and damage was tricky because I could always beat it super fast, but the couple of people I got to test took much longer. So this is the easy version. Thanks for replaying it.Ah, okay. That's the main thing that I was missing. Replayed it, and won fairly easily. I feel like you could get away with making it a bit more difficult (maybe 1.5x boss health?) once the tells are made slightly more obvious.
attribute vec3 in_Position;
attribute vec4 in_Colour;
attribute vec2 in_TextureCoord;
varying vec2 v_texcoord;
void main()
{
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * vec4(in_Position, 1.0);
v_texcoord = in_TextureCoord;
}
varying vec2 v_texcoord;
uniform float time;
uniform vec2 mouse_pos;
uniform vec2 resolution;
uniform float strength;
void main()
{
vec4 colour = texture2D(gm_BaseTexture, v_texcoord);
gl_FragColor.rgb = vec3(1,0.9,0.9);
gl_FragColor.a = colour.a;
}
if(flashc=1 && behitC=0) {
shader_set(whiteout);
draw_sprite_ext(sprite_index,image_single,x,y,image_xscale,image_yscale,image_angle,-1,image_alpha);
shader_reset();
}
Once I know what to look for it's pretty obvious, but—as evidenced by me not noticing it—it's IMO subtle enough that people who don't know what to look for may not see it at all.I honestly thought the tell was too obvious, it used to be so much more subtle.
Really hard to gauge what the average player will notice. I only had two people available to test it out before submitting, and one of them thought it was too obvious. Glad I didn't listen and make it even more subtle haha.Once I know what to look for it's pretty obvious, but—as evidenced by me not noticing it—it's IMO subtle enough that people who don't know what to look for may not see it at all.
That's very strange. I get no crashes with the player flashing when damaged, and that's with both the version included in the zip with the other entries, and with the executable I created from the gmz you provided. I had GMS closed while playing, and I played plenty long, testing it out, taking and giving damage. Flashes but no crashes.Sooooo.... In one of the reviews I was told that my shader to flash the player upon damage crashes the game, I couldn't get it to crash while testing so I played the game from my upload and it crashes! it says shader compliation failure or something, so I went ahead and built the game to my desktop as an executable and as an exe, on both built games it crashes! I run it under administrator mode, it still crashes!! I run it from gamemaker studio NO CRASH at all....... what the .. is going on with that? I had also made sure to check the box "use alternate vsync" so no one would get black screen if full screening the game so I have no idea why that is happening, im using gms 1.4.1804, and this is my shader code:
I'm not happy, I spent a day and a half on the graphics and a day and a half on programming it, another waysted game jam attemptVertex:
Fragment:Code:attribute vec3 in_Position; attribute vec4 in_Colour; attribute vec2 in_TextureCoord; varying vec2 v_texcoord; void main() { gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * vec4(in_Position, 1.0); v_texcoord = in_TextureCoord; }
Usage in draw event (this is when it crashes)Code:varying vec2 v_texcoord; uniform float time; uniform vec2 mouse_pos; uniform vec2 resolution; uniform float strength; void main() { vec4 colour = texture2D(gm_BaseTexture, v_texcoord); gl_FragColor.rgb = vec3(1,0.9,0.9); gl_FragColor.a = colour.a; }
Code:if(flashc=1 && behitC=0) { shader_set(whiteout); draw_sprite_ext(sprite_index,image_single,x,y,image_xscale,image_yscale,image_angle,-1,image_alpha); shader_reset(); }
Here's the .gmz too while I'm at it, to prove that it works when running from gamemaker and not when you final build it. I tested the crap out of it too before I submitted it, never thought to test the exe tho, BUT WHYYY
:glassbreak:
Thanks for the info, I'm glad its working for you and some other people, so I'm wondering if it might be the version of windows then? Im on the latest windows 10 release and there is an issue mentioned with focus assist causing graphics glitches when gaming.That's very strange. I get no crashes with the player flashing when damaged, and that's with both the version included in the zip with the other entries, and with the executable I created from the gmz you provided. I had GMS closed while playing, and I played plenty long, testing it out, taking and giving damage. Flashes but no crashes.
My version of GMS1 is 1.4.1788 (not the latest) and I targeted Windows (YYC), but this might not be worth mentioning, since even the original jam entry works fine for me.
Possible that GM is bypasses/auto-correcting an error at compile time that doesn't get fixed in the actual build. I've never seen it happen before, but I can only guess that's what's happening because of this line:Thanks for the info, I'm glad its working for you and some other people, so I'm wondering if it might be the version of windows then? Im on the latest windows 10 release and there is an issue mentioned with focus assist causing graphics glitches when gaming.
gl_FragColor.rgb = vec3(1,0.9,0.9);
Gotta respond to this .The music and sounds were nice, but Micah, your music is always so loud XD
Interesting, I guess the problem seems that I should've told @matharoo to make the volume levels reach even lower when set at the lowest in the menu. I assume you turned it down there, but it couldn't go low enough?@Micah_DS I actually had the opposite problem, I know how loud my headphones need to be for listening to music but I had to turn them down a bit lower than usual for your game.
Playing your game made me smile.So, I've got quite a few pieces of feedback about my short entry (You Have To Drop The Bass) and I'm glad it made many players happy a little bit.
Also, since many reviewers mentioned how they liked the graphics effects (especially the platforms), I decided to go ahead and publish the game's source (with a bunch of extra comments for slightly easier reading). It's not like an entry made from scratch in 3-4 hours includes some super-secret programming techniques, anyway.
Link to the source
(as for platorms themselves: for each platform segment, spanning across 32px, I basically create a pixel-type particle moving downwards at a random position in the platform, with some extra decaying)
Oh, no. I didn't touch the sound settings in-game. I adjusted my PC volume. It's no big deal.Interesting, I guess the problem seems that I should've told @matharoo to make the volume levels reach even lower when set at the lowest in the menu. I assume you turned it down there, but it couldn't go low enough?
Well, noted. Whether I work with someone or by myself in future jams, I'll be sure to have a lower minimum volume setting.