Alpha Demo now available!
Tyadran wrote:Somewhat out of the blue (I don't believe this has been asked), will there be implementation for enemies appearing mid-battle?
Chaoswizard98 wrote:Caedmonball19 wrote:Inserting a reply so you don't have to keep editing your last post
Magic only needs animating and adding to the battle code. But since that is a pain, I decided to take a break from magic and work on the beginning of the game a bit.
I finished writing the beginning of the game and most of its dialogue. I layed out the basic shape of the starting town but its far from done. Since I only wanted the basic layout of the town I didn't care about decorating, sprite details, ect. Later on it will look like 4 nukes, 3 armies, and Godzilla blew through the town.
TehCupcakes wrote:This is very exciting to me! Shining Force is one of my favorite games to this day, and it has always been a dream of mine to make a game like it. When I started using Game Maker back in 2004, one of the first projects I started was a SF fan game.
TehCupcakes wrote:My biggest question is why are you still using GM8.1? The free version of studio has significantly better performance and a number of other improvements, and they did away with the resource limit a long time ago so I don't really see a great reason to stay on 8.1.
TehCupcakes wrote:You seem like you are very competent and motivated enough to actually make this a reality. Looking forward to seeing where this goes!
macadoum wrote:Happy to see that things are moving for your game and engine. I don't know for which one i am more excited between your engine and the opengoldensun engine. I hope to test an alpha soon. Thanks for your work.
bum_199 wrote:this sounds awesome! i'm glad to hear its coming along well. it sounds like the engine and game are doing great. i just don't know if id call it the shining engine and have those assets included cause of legal junk. i mean it would probably be safer to specify what formats sizes etc resources need to be in and what people do with it would be out of your hands.
Personally, I don't like GMS as much as 8.1. When you test run your project, GMS takes 30 seconds to compile your project, then it also has to load your project. GM8.1 takes like 2 seconds to compile it since it doesn't have to deal with all that extra cross compatibility stuff. The amount of times that I load and reload my game makes GMS really not worth my time to use right now. I will be porting the engine to GMS when it is completed so if you have 8.1 or GMS you can use it either way.
Another reason why I don't like GMS as much is because its error messages are more cryptic and harder to read than 8.1. For example, in GMS I might get a "Null Pointer Error," whereas in GM8.1 it points me right to the line of code causing problems. Practically saying "uhm yeah, you spelled the variable wrong"
Also, I don't feel like spending 100ish bucks just to export my game without the GMS splash screen lol.
TehCupcakes wrote:Yeah, the error messages often suck, but the debugger is hardcore. I held off on learning the GM:S debugger for a while because it's much more complicated and seemed confusing, but once I got into it, it's really useful with breakpoints and all. It more than makes up for the shortcoming in error messages, in my opinion.
TehCupcakes wrote:The splash screen never bothered me much... Of course, I also got the Pro version of GM:S from a humblebundle for $12, so I can't complain. I would be happy to export the project for you when it's done, if only to get rid of the splash screen. lol. But yeah, making it in 8.1 and porting to Studio does sound like a good plan. (Hopeful it imports well... XD)
TehCupcakes wrote:Anyway, it's looking great! Still on track for completing this by May? I can't wait to get my hands on that Shiny code (pun intended).
bum_199 wrote:what you said about keyboard spam is confirmed. i tried hitting all the arrows and both and 1 and 0 on the numpad quickly and all at once. that triggers it for me.
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