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(Edited 1 time)

"Support for multiple playable characters; just set up data and change the current character variable"

How, please? which object/script contains these? I would like to switch between two players at the start of a level, with the exact same data, just different sprites

Thanks so much in advance and great job creating all these fine assets. Keep up the good work :)


(Edited 1 time)

Scripts-->Initialization-->init_characters, it's a tabbed script with init_character_maria as the only alternate tab at the moment. At the bottom you'll see the lines of code that initializes sprites. To fully add a new character, I guess what you should do is...

  • Make a new constant for the character's ID (must have a different value from char_MARIA)... you could use the existing constants char_LOUISE, char_PRINCE, char_FROG and char_SUNSHINE if you'd like to, of course.
  • Make a copy of init_character_maria (create a new tab and copypaste init_character_maria's code text into it) and use the search-replace feature to replace "char_MARIA" with the new character constant
  • Change the sprite assignments to the new character's sprites (they're at the bottom of the script).
  • Don't forget to call the script from init_characters, just how it calls init_character_maria.
  • To change the active character, just assign the character ID to the variable global.playerchar based on what the player selects - it's always assigned char_MARIA by default since the demo only has 1 character. You can make the menu any way you want~

I think that's all you need to do, hopefully I didn't forget anything :) Just hit me up with more comments if there's any problems~

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Thanks so much for the swift and indepth reply. Awesome! Will try all of it soon, thanks again!

I got the following error msg in GMS2.  Any resolution for this?

Script: player_score at line 1 : no references to arguments 0,1 but references arguments 2,3

Good catch, I can't believe I've let this slip through. Replace x and y with argument0 and argument1 respectively (in the script) and it should work as intended. I'll get an updated version with this fixed uploaded.

Uploaded a "v1.1" version of both source files with this fix applied. Let me know if there's any more problems.

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It worked properly after replacing it.  Thanks.  and love your work!

Added a new GMS2 version of the source code - the original version imported and ran just fine in GMS2 for me, but this should save you a bit of work. If you've bought MariaEngine previously, this new version should be downloadable at no additional cost.

It's still a bit experimental since GMS2 got released just a few days ago, so please report any problems with the new version here.

So from what I can tell, this is an addon / editor gui addition to GameMakerStudio?

If you manage to integrate an easy way to add busts for dialogue, it's probable I'll use this for PFC.

http://perseverancefullclearance.blogspot.com.au/

It's a GMS source file, so anything you see in the demo can be tweaked just by editing the code. The dialogue system basically just uses an array for text, shouldn't be too much work to add in another array for mugshots/busts to go with it.

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Thanks for the info! Once I consider working seriously on PFC again I'll definitely grab this up.

Your ladders need a bit of work. Also standing on a one way block and an enemy jumps up through will damage you. I assume to hop on enemies you need to be in the air rather than just above them. There doesn't seem to be a pause or an exit out of game when you're in full screen (I guess alt + enter worked to get me into full screen, it can work to get me out.) What about controller support?

Hello,

The sprite provided is dark. Do you have a brighter version of that sprite ? Thanks !

Jay,

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Blazes, this is better stuff than the best of what's on the GM market. o _O Genius work.

Thanks! ^__^

And yeah, the GM Marketplace is kinda clunky at the moment, so I can see why a lot of content creators don't use it... (especially the GM integration that makes just adding something to a project take ages). It's much nicer to just distribute/load a GMZ file IMO.