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___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object Zuka:
Variable <unknown_object>.solid(16, -2147483648) not set before reading it.
at gml_Script_get_collision
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_get_collision (line 0)
gml_Object_Zuka_Step_0
No time. Gotta go watch a movie.
I'd wait on that though because in v0.10a the levels are encoded differnetly. I'm trying to set up a system that allows one to upload what they make to a server sometime down the line.
Zuka's eyes aren't always squinted, but they usually are. The small sprites look better with her eyes squinted, I think. I felt that for the promotional art, she should be looking at the viewer.
I wanted to make a character with a fascination with weaponry, and the word "Bazooka" came to mind, and I gleaned "Zuka" from it. It sounded like, (and apparently is) a Japanese name, so I decided to give her that motif based on inari masks (You can see these in LoZ: Ocarina of Time). She isn't Japanese, as Japan simply doesn't exist in the game's lore.
I am not changing Zuka's appearance on the grounds of small-minded political correctness and am inclined to ignore any accusation of racism.
-Fullscreen support
-Audio options
-Added an asynchronous popup system to the game for getting user input.
-Where you are able to place objects is more strict
-Pausing no longer causes the controls to stick
-Other small fixes and tweaks
-Hilariously bad sound effects
-Death animation
-New tiles
-Wires, buttons, and doors. Experiment with it.
-Pause menu (KB: Enter/Esc, Pad: Start)
-Objects are now edited using the mouse wheel, not the MMB. (Just wires and conveyor belts so far.)
-Various bugfixes and tweaks
-Physics tweaks
-Autotiles and background tiles
-Can now take damage from enemies
-Control options
-Gamepad no longer interferes with keyboard controls
-Various other bugfixes and subtle changes
Don't use photoshop/gimp filters like Gausian Blur for sprites, everything should be done pixel by pixel. Judging by the style, you may want to study the styles of games like Pokemon, Digimon DS, etc. They use this semi-vector style that you seem to be going for. :D
I like how the animations go so smoothly too, great job so far!
Looking forward to seeing where you are going with this. :)
IMO, level editors are only good for adding gameplay to a game you already know and love.