I was like 12 I think, used gamemaker 8 because it had visual programming. It was like a platformer without gravity (because i didn't know how to do that lol) and the final boss was my cousin's face ripped from his facebook profile, then i drew a knife on it with paint and made it bounce around the room. The HHD of that PC died long ago fortunately.
At 9/1/23 04:55 PM, SuperGibaLogan wrote: i want a sound pack with sounds for battling like, swords, blood splatters, guns, etc, the sounds need to be a wav file, and the project rate needs to be 44100
Check freesound.org they're plenty of raw audios there, some high quality and copyright free. Also some soundfonts like SGM have a bunch of Sound FX.
At 5/25/23 07:04 PM, Gimmick wrote: I see! How long did that take to make?
around 5 months.
That reminds me - is the objective to finish the song, or to score points against the computer? Like, what happens if someone manages to beat the AI by having it miss the ball due to extreme angles?
You have to finish the song like in any other rhythm game. The AI can't miss, you have points and you lose some of them every time you miss, so when your points reach 0 it's a game over (this isn't done yet).
A long time ago I made a one-player pong-like game where multiple balls had to be juggled, but with different depths for each ball - so it wasn't quite as simple as ensuring the ball touched the paddle. That got really difficult with more than 2 balls though, so I don't know if that's going to be worth including here.
Hard to tell how different it'd be to implement in this game. The ball doesn't follow any physics here, whether you can hit the ball or not is determined by the beatmap and the x position of the player. I'm still implementing this so if I feel like it's getting too complicated I'll probably scrap it.
At 5/25/23 01:32 AM, Gimmick wrote: Ooh that looks sick! How did you program the map timing?
You can see the crappy map editor I made at the start of the video lol. I just click around adding green circles, the lines represent a span (aka the time it will take the ball to go from one side to another.) The green circles represent which side (top or bottom) the ball will end the movement on. To modify the spans I just drag the green circles right or left. All timing is handled by the sync controller, which just takes a music file and a bpm to make big brain math and make things work.
How do the players know where to move the paddles to, or is it like a normal game of pong where there's no memorization possible?
You have to follow the ball with your eyes... for now. But I think it would be nice to be able to map the angle in which the ball will bounce on faster parts, because it REALLY gets difficult.
Do the difficulties scale up with speed only, or are you planning on adding more factors (e.g. number of balls)?
I'm preparing the map editor to support multiple balls at once, as I said, it can get really difficult with shorter spans, but I don't want to rely solely on that. I'm planning to add different ways to hit the ball, like holding Z/X to charge the ball, or to press Z and X at the same time to make stronger hits.
This will probably get lost in the void of inactivity... but I just wanted to show this off. It's supposed to be a "rhythm pong" game, but since the ball here can pong many times it should be considered an overcomplicated variant of "ping pong" which could be called "ping pong pong pong pong pong". In other words you just "ping" once and then "pong" all you want. Note that this could be similar to Lofi Ping Pong or Rhythm Rally but harder.
At 4/27/23 04:36 PM, SpermFactoty wrote: can I upload an applet as a game? or am I limited to html and javascript only?
From my understanding... nope. You can only upload swf or html5 games. Also, i did a quick search and the applet tag was deprecated back in html4.
At 5/18/23 09:46 PM, izakgumcherry wrote: This is all that was left after the files got corrupted, I'll have to start from scratch, I'm destroyed
idk which is worse, corrupted files or still using gm1.4
At 5/10/23 11:42 AM, PIXMAwithYOU wrote:
lost most of my old sketch books, but here is one of the pages from my 2018 sketch book
omg your art is sooo cool
At 5/8/23 11:51 PM, Turkeyman66 wrote:At 5/6/23 03:00 PM, RodDeLaPan wrote: would be nice to see how you all started, although I'd say I still draw like this lol (from when I was like 5)Behold…
the start of my art career.
The first drawing my hands has ever made.
A street sharks fanart
i made this when i was like 4 or 3.
“A shark with legs”
Damn, that's pretty creative considering most kids go for something more like "a red-roofed house on top of a green hill" kinda stuff
At 5/8/23 09:02 AM, MF279 wrote: In the blog you can find more https://mf279.newgrounds.com/news/post/1334919
Cool, I actually tried 3d around ~2015 but never got beyond some simple models, so I would say my oldest 3d stuff is my first and last 3d stuff.... (made this from a sketch someone sent me on an old SAO forum)
At 5/7/23 03:06 PM, PilotSpikey wrote: Definitely not oldest, but pretty early.
2003.
Once upon a time, I was a salty nine-year-old third grader who couldn't draw Garf.
And no. The first and third drawings aren't mine. They're my sister's.
She was the one that wrote the speech bubbles.
deep in our hearts... we are all ugly garfield
At 5/6/23 08:06 PM, switzrr wrote: some material from when I was 9 (circa 2011):
the oldest physical drawings I still own are only from a couple years ago
That's great, I loved to use mspaint when I was just starting to use computers, my first digital drawings were also stuff like mario or other silly things lol but that hard drive is super dead
would be nice to see how you all started, although I'd say I still draw like this lol (from when I was like 5)
Given the audio portal rules, it really depends on robtop. I'd say he doesn't care at all if the sound effects are made by him, which is hard to tell since he mostly uses music from other creators lol
You may not use copyrighted / unlicensed samples.
You aren't allowed to have ANY copyrighted samples in your song. Not even a millisecond. Movie quotes, game sound effects, acapellas of popular singers, etc. have a VERY good chance of being copyrighted.
I like to sniff and lick my games so I prefer physical
Not a particular song but I love the work my funky uncle put on the sonic rush ost
tried to use pokémon dpp soundfont lol
Rhythm thief always makes me want to dance for some reason, very underrated imo
Of course it was undertale inspired
At 4/4/23 01:18 AM, aapiarts wrote:At 4/3/23 10:56 PM, RodDeLaPan wrote: Haven't worked with GDevelop5, but all modern browsers require a user interaction before playing any audio, so assuming that your game starts playing music before the player presses a key (or clicks anywhere) the music won't be allowed to play by the browser. Every sound after user interaction should be fine tho.Well it doesn't work like that. It never starts to play the BGM for some reason but every other noise works
As I said I'm not familiar with GDevelop5, sorry if I can't help you any further. But (almost) every time this kind of thing happen on HTML5 is because of the Autoplay Policy as far as I know.
Haven't worked with GDevelop5, but all modern browsers require a user interaction before playing any audio, so assuming that your game starts playing music before the player presses a key (or clicks anywhere) the music won't be allowed to play by the browser. Every sound after user interaction should be fine tho.
The internet is just a tool for sending and receiving information, I think that the mistake is the way we use it. Somehow we got so attached to it because of most social networks, which are specifically designed to keep your attention (because of their sales model) and we basically fell for it.