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Status Updates posted by Rikifive
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ShUpS gAmEpLaY!
the best poo poo game ever created!11


(that is, an another epic game I'm working on, because I totally have not enough projects to work on) -
It's been a while since it was out, so here goes a gameplay of Shattered Harmony, which includes all the "secrets" and stuff.
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I got an email, that someone tried to download one of my crappy games, but couldn't due to Google's changes in security and stuff.
I don't like the new security update, because it STILL didn't fix ANY of the inconveniences I'm facing, but only introduced more of them, making all this process even more painful for me and everyone interested in downloading those files. Like, apparently you have to be logged into Google to be able to download the files - I'm not sure everyone will like it. It can be disabled, but they didn't really make it convenient to do, tons of clicking for each file.
Guess I'll have to run all over the place fixing links and stuff. Aaaand rip posts in communities I no longer visit. Thanks Google.
Edit: Actually despite having to reconfigure each individually, it's not that bad, as disabling the security update for the file brings it all to normal and everything works, so in the end everything can be fixed within Google Drive itself. That works I guess.
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Yes, shared to everyone, but you need to update the links themselves, as they have a new format with keys, otherwise no one will be able to view it. I just checked it by clicking one of the old links and yes, it basically says I don't have an access, but I can ask for it by pressing a button.
But that's for the very default links leading to the file with preview. It seems to not apply to modified links with direct download, which is good. These still work as they did, buuuuuut~
~Whichever link that would be, it's shared to anyone by default, yes, but apparently it's every Google user now, not literally anyone, unless you disable the security update for the file. This appears to successfully revert any of these inconveniences. All old links work and no one has to be logged in, now that I checked all the scenarios myself.
So uh, maybe it's not as bad as I thought it is. The only complaint I have is that Google enabled it by default and now I have to configure every single file to disable it and revert it back to normal, one by one... At least I can do all of this within my Google Drive, so that works.
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Finally!!! I've been working on this for SOOOOO LOOONG!
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@PhoenixSoul VRC6 is an expansion chip developed by Konami, it adds three more channels. It was present in Castlevania III: Dracula's Curse, to give an example.
No worries, at least now you know why it makes a difference.
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Eh, I planned to release "literally anything" from the pony game by the end of my vacations, but it will have to wait a bit longer heh.
Today I had a rather tough day. I slept only about two hours, because I woke up in pain and had to get up to take some painkillers (I still feel bad, I'll take more painkillers before going to sleep and maybe tomorrow will be better). I kinda wonder if I won't end up having to take them everyday heh, something's going on... Nevertheless, I worked all day despite that, hoping to get something released today, but it's just not quite ready yet. I did clean & optimize tons and tons of code, I did implement various features like;
- woah Twi can actually die now, visuals for that are WIP though (coz for now twi just explodes kek)
- all spells have properly setup tiers and they can level up
- various new sounds and stuff
- ignore the "ducking" text, I keep it for collision testing and stuffthe prototype is pretty much ready to be released as the core features are covered, but I've encountered some lil bugs I'd like to fix first -- and maybe add few more minor things.
It's not like there will be anything epic to see yet, there's literally about a minute of actual content I guess. If you'd ask me, I wouldn't really recommend playing it, unless one would be curious about what's there and how the game plays. What I mostly want is to finally have something released, so that the game will start actually existing, so to speak.
This video shows pretty much everything there is atm. I'm still polishing core features, before I'll be able to put more content.
Also, all music tracks here are placeholder assets.Now I better should go to sleep.
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Me trying to create OST:
- thinking about the place I want a soundtrack for
- starts putting notes
- realizes I'm getting something completely different
- reee let's try to make something out of it anyway, perhaps I'll find a use for it
- profit?It's not what I was looking for, but actually it's kiiinda close to something else I was thinking of, so I may have some use for that.
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Ver.A0.2 B0.0.2.4 (03.06.2021)
- Fixed: Rewrote PLAYER COLLISION SYSTEM, fixing gamebreaking bugs the previous one had
- Added: Error Codes & Crash Prevention for bugs related to PLAYER COLLISIONBasically I fixed various teleporting glitches caused by specific scenarios. Now Twi can squeeze into tight passages without glitching out or getting stuck.
Should she for some reason get stuck, she'll be slowly pushed upwards, instead of being yeeted somewhere or causing the game to freeze. Initially I didn't consider the possibility of getting stuck inside a wall, but during testing I realized, that things happen, you never know.
The slopes add TONS of work in regards to collision, and tons of code too, due to many scenarios they add. When I handled one possibility (read: set of blocks' angles she was squeezing through), another one was causing troubles. I was toying and toying until I got them all "patched", so to speak... at least I think so.
I guess time will tell.
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Oh I thought I might be missing something obvious and overcomplicating things, but now that you mention it this way, I suppose it is what it is. I know some old games had a simpler approach to slopes - by basically limiting them to only the ground, keeping all ceilings square - and also keeping enough of space in tight passages to avoid going up into the ceiling. That was like the limitation of level design. It was in Metroid or something...
That indeed saves all the hassle, as the problem arises when the character starts touching ground and ceiling at the same time. Some sorcery has to be put to prevent from getting stuck. Given how much extra code I need to cover the scenarios shown above, I'm wondering if it really will be needed. Perhaps I too, should just keep the minimum space between ground and ceiling, so that any of this wouldn't be needed. ..But well, since for now it all works, I'll leave it be and try to take advantage from it in level design. Should the game happen to be a bit too demanding for older hardware, I'll consider simplifying the logic.
These are tiles, that have a limited amount of slope shapes. Using only full block, 1:1 slopes, 2:1 slopes and 4-pixel-tall-step stairs. To make it work though, precise pixel based collision has to be put to work.
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Well precise pixel based collision makes it much easier, at leas in some ways. I don't even know how to start if you do tile based stuff. I think the way I did it was to check each pixel from foot to head in the direction the player was moving and simply have a max number of pixels that could be moved up and if there was enough space to move up. Or something. Point was if you had a situation where the player was touching ground and ceiling at the same time it would basically treat it as a solid wall. Did have code to keep you ducking if you didn't have room to unduck but I don't remember if it ever ducked automatically otherwise.
Also, honestly, maybe it's just me but don't you think most of the time when code exists to unstick the player from inside a wall it's exploited in the wrong way?
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Basically I have something like this. The stepping up while moving forward is what requires a bit more attention. I might continue toying with this to wrap it all better or something.
Yeah, speedrunners will always find fancy ways.
But I suppose it's better than just getting stuck and having to quit. Guess I prefer having someone abuse it and me patching it eventually, than someone complaining they keep getting stuck once in a while, losing progress and everything. There's no perfect solution for that, other than writing collision properly, so that there's no way to find yourself inside a wall in the first place. Until I get to this point, it's better to have something ready to handle this, to at least try to prevent from potential frustration.
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0.0.2.3 - A0.2 - 24.05.2021
made some sounds in famitracker
music is a placeholder- don't mind that, just wanted to put something, so I've put an old track I've made
There's still many things that need to be improved, so yeah, don't mind their stupid AI and stuff
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0.0.2.2 - A0.2 - 05.05.2021
okay, key rebinding functional
Also when thingie goes yellow - it means the setting has been changed and not yet applied; quitting the menu will revert changes if "apply" won't be pressed beforehand.
And when it goes red, it simply means the key is already used somewhere else and the game will be like "that's legaln't!
"
And with that, the options in pause menu are pretty much done, checkpoint reached, time for backups and stuff.
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Listen, I ran out of budget, okay? Lmao I had to pick the movement bundle because it was cheaper.

I actually recall a game with similar, if not the same movement keys you've mentioned. Hmm no idea what it was, but I think these were the keys for the second player?
Well anyway, I hope this will suffice. Initially I planned to have like two presets for all actions and that's it, but while I was there, I just made it more customizable instead, as it required a similar amount of work. Though I kind of ran out of space in that window, so had to wrap movement into one setting containing presets. I don't really expect anyone to have different preferences than these two, but I can always add more movements layouts, should other keys be demanded.
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Takes ages, but finally got back to it. - yay me
Ver.A0.2 B0.0.2.1 (16.04.2021)
- Added Audio configuration to Options in Pause Menu
- Added Display configuration to Options in Pause Menu
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posted some stuff for ace
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Made some progress in the actual level, as well as added some details here and there (tiles with plants and stuff in teh grass)
It
Takes
Forever
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Added Discord Rich Presence
For now, as can be seen, it displays current location, level and HP.
I may add more details in the future, as there's still some room for more features, like changing the game icon during game and such.
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One thing I like that I have seen in some games is that running out of air basically forces the player into surfacing. Like they are free to dive down and fall into the water but as soon as they run out of air they start floating back up and can no longer move downward at all. Only problem is that there are situations where it's possible to get stuck if you aren't careful with the level design that way.
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@Kayzee Oof that would often lead to getting stuck here indeed, kek. Well, any 'roof' would end up making it look funny, because you could stay underwater forever if you'd like to, which makes it even worse.
It's a rather simple, oldschool metroidvania, so simple approaches are fine I guess. I'm only wondering if running out of breath should instantly end the game or if I should keep the traditional way, that also goes though life (like in tomb raiders lmao). An option I consider is to end the game instantly and turn the sprite blue, like in the wasted image above. Yeah, it doesn't really make sense, but again, it's a retro game that also takes place in a cartoony universe, so a somewhat comedic touch would be welcomed, rather than making anything visibly suffer. :P
Welp, this is something I can change at any point, so I'll see how it goes and make changes in the future if I'll feel the need for that.
@PhoenixSoul Look behind you!
*spray noises*
Oh nevermind, it was just a bird.
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Me rn:
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No worries @Kayzee , I just posted a totally random meme I found online, don't mind that.
This was just a prank!
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That's pretty awesome kek
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@PhoenixSoul It's Yamaha ERG 121c.
Of course it's not accurate, but when I think about songs I didn't like, then it definitely would be a majority of the entire music.
I don't like hip hop, because most of the time it's just ranting with some background repetitive melody. For the same reason I dislike (most of) dubstep, r'n'b and stuff like this. For parties, games - okay, but for casual listening, meh. When it comes to music, I really like it when these are catchy, when there's actual progress and melody in the song, rather than cheap wub wub everyone can easily come up with in some music making soft.
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Well you know what they say: 80% of statistics are made up. :P
I don't think the point was ever an actual accurate measure though, just a number that feels about right to make a general statement about quality vs quantity. That said, I do think it tends to end up being a good estimate when taken as a whole. Yeah, you may like some genres way more then others, but when looking at music or even all media as a whole I think most people can agree that 90% being crap is at least somewhat on the mark. Also, there is a sizable chunk of media that most people will agree is actually objectively poorly made. I mean, even if you are into r'n'b stuff, You probobly will agree that IceJJFish isn't the best singer. Though if that makes his songs 'bad' or 'fucking hilarious' (or both) is up to you. :3
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I still have a fondness for groups like the Beastie Boys (RIP Adam Yauch/MCA), and Rage Against The Machine.
@Rikifive I thought for a second that you were gonna show me a picture of a Fender Stratocaster, lolz
Anyway, this song here, is an example of a good song I really like that is genre-fluid...
Spoiler
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Making progress!
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Just keep the apple gems away from Jappleack, she would probobly try to eat them and ruin her teeth. XD
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Looks like the forums have some troubles, please stay patient.
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Hehe, I admit I have done stuff like that too. I used to have this wacky system back when I did romhacking and ASM... Er... but that's a long long story. I started typing it actually but after paragraph after paragraph of just explaining the context of everything... Well... Maybe I will finish it later and make it a blog post or something, but every so often I have a rare moment of clarity and actually realize I am blabbing too much. :P
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Game Maker uses its own language called GML (Game Maker Language). It is quite similar to JS.
To be honest I have no idea, as I haven't really tried pushing it that hard. I kinda doubt that is doable though and even if, it would require more hassle than necessary I think. It could be useful, but not as handy as I'd like.
No worries, that's absolutely fine.
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Looks like the forums have encountered a problem. Please be patient.
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Happy birthday!
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I'm extremely late with this, but happy birthday!
I hope it was a great day for you.



