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Rupert Buttermilk posted:No I get that, maybe I didn't explain it properly. And I just tried to write out a better explanation and it turns out, it's the dumbest and smallest gripe ever, so nm. Carry on! I don't think it's a dumb gripe at all. I don't have the game yet so I don't know what it actually looks like but like, this game/application is the only place where these games will be played, so it'd be nice if your finished projects could be presented and experienced as stand-alone products when people download them.
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# ? Jun 19, 2021 19:53 |
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# ? May 16, 2024 17:25 |
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Seymour Buttz posted:I don't think it's a dumb gripe at all. I don't have the game yet so I don't know what it actually looks like but like, this game/application is the only place where these games will be played, so it'd be nice if your finished projects could be presented and experienced as stand-alone products when people download them. Well, I was thinking about this more, and realized that one of the reasons it bugs me is that at any moment, if you press +, you get all of the 'code' and the game you're playing just restarts afterwards. I'd definitely love something more standalone yeah. And then show off the code from a button press in the menu. The way it is makes the games seem less like games and more like downloaded save files.
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# ? Jun 19, 2021 20:45 |
Rupert Buttermilk posted:Well, I was thinking about this more, and realized that one of the reasons it bugs me is that at any moment, if you press +, you get all of the 'code' and the game you're playing just restarts afterwards. I'd definitely love something more standalone yeah. And then show off the code from a button press in the menu. There's always Dreams if you want that.
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# ? Jun 20, 2021 02:57 |
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New version of my coin pusher game, fixed the coin launcher aiming, and added a lot of new textures and such to improve the presentation a little. Coin Pusher v2 G 002 TLY LR5
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# ? Jun 21, 2021 09:54 |
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Rupert Buttermilk posted:The way it is makes the games seem less like games and more like downloaded save files. I get that, but to me GBG felt more like a nice and easy introduction to some central concepts in game programming and less like a full-fledged game development suite. If you get the urge, you can take what you learned in GBG and start applying those lessons to more advanced tools*. * admittedly GBG doesn't teach you actual programming, but I'm one of those guys who will to his grave insist that the most difficult thing in learning programming is learning algorithmic thinking, and once you've got that down the rest is just basically grammar. But then again aside from messing with Turbo Pascal back in the 90s, I basically learned programming at university, where they took us from pseudo to Python to Java and finally to whatever the hell any individual course might demand.
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# ? Jun 21, 2021 10:26 |
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Shaman Tank Spec posted:I get that, but to me GBG felt more like a nice and easy introduction to some central concepts in game programming and less like a full-fledged game development suite. I agree with this, definitely. Like I originally said, it was an admittedly very small gripe. Just a presentation thing, really.
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# ? Jun 21, 2021 10:40 |
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I made a skeet-shooting game that you play by aiming with a detached joy-con's gyroscope. Give it a try! https://mygarage.games/game/2119
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# ? Jun 21, 2021 20:41 |
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EightFlyingCars posted:I made a skeet-shooting game that you play by aiming with a detached joy-con's gyroscope. Give it a try! I really liked this, though it was a bit difficult to determine where I'd be shooting. I hope you keep at it, because I'd love to play a slightly more polished version. Really loves how my gun was mimicking how my controller was held
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# ? Jun 22, 2021 01:32 |
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Rupert Buttermilk posted:I really liked this, though it was a bit difficult to determine where I'd be shooting. I hope you keep at it, because I'd love to play a slightly more polished version. Hey, thanks for playing! I had a hard time tuning things exactly the way I wanted, since there's a pretty low hard cap to how fast launched objects (read: bullets) can move, which can make shooting games a little difficult to balance. But the shooting itself feels really good, huh? I'm definitely going to be using it in more games down the road!
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# ? Jun 22, 2021 04:46 |
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Is there a way to program hitscan weapons in this?
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# ? Jun 22, 2021 06:28 |
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Pirate Radar posted:Is there a way to program hitscan weapons in this? My first guess would be to have an extended, invisible cylinder from your gun that's so long it goes the length of the playing area, and then you'd have to say that if the cylinder is touching an enemy AND you're hitting fire, destroy the enemy. Kind of like the punching in the tutorial, but expanded. There's probably a better way though. Edit: fake it with SUPER fast, invisible projectiles that have no gravity?
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# ? Jun 22, 2021 10:52 |
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https://twitter.com/CarsonKompon/status/140595379667357286 Someone recreated VVVVVV.
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# ? Jun 22, 2021 11:27 |
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Started working on an overhead shooter game. Bit of an in-joke related to a comic I do art for. Squirrels of Fury G-002-26G-GT2 Edit: switched code for newest version animesiter fucked around with this message at 16:18 on Jun 23, 2021 |
# ? Jun 22, 2021 12:27 |
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I tried my best and just can't grapple coding, sadly. But I'm loving the goons creations, you're all very talented.
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# ? Jun 22, 2021 16:27 |
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Pirate Radar posted:Is there a way to program hitscan weapons in this? It should be possible. 1. Use an angle sensor nodon to get the firing characters facing direction. 2. Use position sensors between the firing character and the target and subtracted by calculator nodon to get relative position difference. 3. Do a trigonometric calculation to get the resulting angle value. 4. Compare facing angle with target direction angle and hit if they match. Then you get to write a subroutine that calculates how much targeting error is allowed depending on the distance and size of the target so have fun with that.
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# ? Jun 22, 2021 16:30 |
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Ratjaculation posted:I tried my best and just can't grapple coding, sadly. But I'm loving the goons creations, you're all very talented. Compared to Mario Maker it’s a real pain. The moment of realization when you put enemies on the screen and realize that if you want them to do anything you have to construct AI from scratch.
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# ? Jun 22, 2021 16:51 |
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DalaranJ posted:Compared to Mario Maker it’s a real pain. The moment of realization when you put enemies on the screen and realize that if you want them to do anything you have to construct AI from scratch. Yep. I have an idea from many years ago when I tried my hand at making something in Unity that I'll likely bring back with this, but man, it's gonna be quite the experience getting there.
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# ? Jun 22, 2021 16:53 |
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Rupert Buttermilk posted:My first guess would be to have an extended, invisible cylinder from your gun that's so long it goes the length of the playing area, and then you'd have to say that if the cylinder is touching an enemy AND you're hitting fire, destroy the enemy. Kind of like the punching in the tutorial, but expanded. I experimented with that first method for other purposes and I'm not sure it would work. Objects can only be so long, so in order to get a hitscan weapon with any kind of reach you'd need to connect objects end-to-end. But when you do that, the game's physics kick in and make the whole thing really wobbly, kind of like you're waving around a pool noodle. So not only does that mean it wouldn't accurately track the player's aim because it would always lag behind where they're pointing, but there's also a good chance that the whole thing would just snap in half while you wave it around, especially if you're using gyroscopic controls. As far as I can tell, there's no way to disable physics acting on objects in the same way that you can disable gravity. As far as the second idea goes, I already have the gun's launcher object ignoring gravity and launching as fast as the game will allow it to; a speed of 100 seems like the cap. It's not the worst thing for a skeet-shooting game where having to lead your shots is a part of how the actual sport works, but I do wish I could have made the shots go a liiiittle bit faster. It might be worth experimenting with a kind of aim assist by attaching the attractor nodon to targets instead?
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# ? Jun 22, 2021 18:42 |
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EightFlyingCars posted:I experimented with that first method for other purposes and I'm not sure it would work. Objects can only be so long, so in order to get a hitscan weapon with any kind of reach you'd need to connect objects end-to-end. But when you do that, the game's physics kick in and make the whole thing really wobbly, kind of like you're waving around a pool noodle. So not only does that mean it wouldn't accurately track the player's aim because it would always lag behind where they're pointing, but there's also a good chance that the whole thing would just snap in half while you wave it around, especially if you're using gyroscopic controls. As far as I can tell, there's no way to disable physics acting on objects in the same way that you can disable gravity. As for the speed, can you use a multiplier to increase it?
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# ? Jun 22, 2021 19:01 |
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Rupert Buttermilk posted:As for the speed, can you use a multiplier to increase it? That's a good idea, and I checked, but since a launcher's launch speed is set within the node itself and not set with an input, there doesn't seem to be a way to crack the top speed baked into the node. For my next game I'm just going to rely on having more targets closer to the player so that the relatively slow top launch speed doesn't cause too many problems.
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# ? Jun 23, 2021 02:02 |
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EightFlyingCars posted:poo poo about the touch sensors that was actually wrong! So it turns out that if you attach even a super long touch sensor to the end of a gun and use that with an AND operator with a button press, it actually does work like a really long punch! Rupert Buttermilk was right all along! We got hitscan weapons, baby edit: Unfortunately, touch sensors can only be 10m in length and I don't see any way of sticking more of them end-on-end, so until that can be figured out, using touch sensors for hitscan guns is really going to limit your range EightFlyingCars fucked around with this message at 06:31 on Jun 23, 2021 |
# ? Jun 23, 2021 06:02 |
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EightFlyingCars posted:So it turns out that if you attach even a super long touch sensor to the end of a gun and use that with an AND operator with a button press, it actually does work like a really long punch! Rupert Buttermilk was right all along! What about a combination of super long invisible block, plus a ball (bullet) spawner at the end of that so the bullets have less of a distance to travel, and hit the target much sooner?
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# ? Jun 23, 2021 09:47 |
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Completed a new upgraded version of my "Squirrels of Fury" game. Added some more trees to collect apples from and another squirrel spawns after you hit a point threshold Squirrels of Fury EX G-004-Y4B-C3N
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# ? Jun 26, 2021 07:43 |
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So did this die out? I was looking at it with interest in a "I don't have much time to hobby program maybe I can get my output with this" but no one seems to talk about it anymore
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# ? Jul 2, 2021 14:55 |
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Fixins posted:So did this die out? I was looking at it with interest in a "I don't have much time to hobby program maybe I can get my output with this" but no one seems to talk about it anymore I don't think it's dead or anything, but at least for me Mario Golf (esp with goons) has taken over my Switch time lately.
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# ? Jul 2, 2021 18:25 |
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I just noticed the News channel for Game Builder Garage posted a little template for dashing with the B button you can download from Nintendo's own in-game account. I read a rumor they would be making some games available after launch so it might be worth keeping an eye on that. As for interest levels... I also got sucked into Mario Golf. I don't think I'm ever going to create anything extensive, but I did get to toy with some ideas and see some cool creations so far. Worth the price of admission in my opinion, and I'll continue checking out people's creations. I have my doubts it'll maintain a solid following though.
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# ? Jul 4, 2021 01:46 |
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Well, I hope people out there are still interested in checking out things, 'cause I just finished making a thing! Robo Ride Battle G-004-X4Y-C8J It's a 2-player VS thing (1 Joy-Con each) where you commandeer vehicles of varying ridiculousness and try to fight the other guy. It's got a number of slightly ambitious "huh, I wonder if I could do that in this?" ideas, but still ends up pretty basic and fairly wonky. And I ended up running hard into the nodon limit. Let me know if you end up trying it against another player!
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# ? Jul 6, 2021 02:10 |
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I think it's also just it takes a bit of time to put together anything substantial. I know when I get a bit more time I plan on putting together something real dumb.
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# ? Jul 6, 2021 04:45 |
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A few more things I made Arcade Hub G-006-WNP-H31 More of hub for other games I've made than a game itself (check my other shared games for most recent versions of games in arcade) Edit: swapped code for new version with more games setup There's Something On The Train G-008-9MW-C4Y Short horror experience The Sky Is Falling G-008-PCC-9NY Retro Arcade style shooter, loosely inspired by stuff like "Missle Command" Token Slots G-006-JY3-3LR Attempt at making a simple 3 reel slot machine animesiter fucked around with this message at 00:48 on Jul 13, 2021 |
# ? Jul 11, 2021 14:36 |
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Haha, those are amazing! You really nailed the mood with that train one, and the falling sky one gets crazy hectic, especially with the drum track ramping up like that.
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# ? Jul 12, 2021 21:03 |
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Finished making an upgraded version of my game "The Sky Is Falling". Drastically cleaned up the code, and improved the flow of the game, added a new meteor type, and added tilt controls to aim with the joy cons (enable and disable by pressing the Y button) and some small sound and graphic tweaks. The Sky Is Falling EX G-002-DXF-14F
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# ? Jul 16, 2021 08:18 |
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Made another retro style arcade game, basically works like that old board game "Crossfire". Plays best with two people but I did make a basic AI you can enable by pressing the Y button Gunball 2000 G-004-KBM-RG7 Also a new update for my arcade hub. Now setup for the most recent stuff Arcade Hub G-001-PDF-T3N
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# ? Jul 20, 2021 16:47 |
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I made a bird game! How to Bird G 008 MD7 WCV I tried to nail the feel of flying and swooping around. I think it ended up pretty satisfying! You can fly around and there's a few goals to figure out.
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# ? Jul 23, 2021 06:20 |
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does anyone have a stylus suggestion? i am using a rubber nub on the end of a pen but i hate how it drags across the screen, would like something that has a fine point or at-least more… controllable? Also, does anyone know if there is a way to grab objects outside of POV mode? like, if your in 3rd person view can you have your character grab an object? i suspect the answer is no but wanted to ask the experts.
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# ? Jul 24, 2021 21:14 |
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EightFlyingCars posted:So it turns out that if you attach even a super long touch sensor to the end of a gun and use that with an AND operator with a button press, it actually does work like a really long punch! Rupert Buttermilk was right all along! not sure if you found the hitscan solution you were looking for but in the extra check point 32 they have an interesting cross hair shooter that is controlled with the sticks. they use a destroy object on an only movable box (with a crosshair texture) that is activated with a Y press- here they have you destroying fancy objects (crates and shipping container). not sure if you can swap the sticks out for gyro but i’d imagine it might work for what you’re trying to do.
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# ? Jul 25, 2021 15:27 |
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Made a "Skee Ball" style game this time. RetRoll G-007-4H8-H0P Also made some expansion areas for my "Arcade Hub" Includes an elevator to travel between the floors G-007-YXB-6T6 A basement where I'm putting older versions of games no longer in the main hub G-004-KBN-663 And a second floor where my newest stuff will go G-004-Y3K-74L Check my programmer ID for the games I have setup in the hub
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# ? Jul 27, 2021 09:26 |
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This is probably the most complex game I've made so far. I'm a pretty big pinball fan so hopefully I did it justice. Ultra Pinball G-003-991-BM1 Edit: updated code to most recent version animesiter fucked around with this message at 08:03 on Aug 8, 2021 |
# ? Aug 1, 2021 14:06 |
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Another update to my pinball game, figured out how to increase the speed of the ball quite a bit. And made various other fixes and tweaks. Ultra Pinball (1.4) G-004-BHW-0KV
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# ? Aug 19, 2021 15:15 |
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animesiter posted:Another update to my pinball game, figured out how to increase the speed of the ball quite a bit. And made various other fixes and tweaks. Oh, meant to say earlier, I really enjoyed your pinball game, and can't wait to try this new version out. My only issue was the speed of the ball, so
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# ? Aug 19, 2021 16:56 |
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# ? May 16, 2024 17:25 |
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Glad you liked it, let me know how the speed feels on this version. Also slight update to the table (some small adjustments to the flippers and drain guards and fixing a spot that would rarely cause the ball to get stuck) Ultra Pinball (v1.4.1) G-002-HVD-WWF
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# ? Aug 22, 2021 22:27 |