Showing 30 of ~30 matching filters (Game Maker Language · 10+ stars)
ListRework swinging platforms
The current implementation of swinging platforms in the JADE environment is described as "jank and unpredictable" due to misalignment with the grid. There's also a lack of a proper in-game preview for these platforms, making placement difficult. This issue suggests a rework to improve their placement and visual representation.
Sonic Slidekick Animation
This issue requests the creation of missing slidekick animations for the character Sonic. It specifies four distinct animation types (Slidekick Big, Slidekick Small, Slidekick Carry Big, Slidekick Carry Small) that need to be implemented. The issue is tagged as 'help wanted' and 'good first issue', indicating it's suitable for new contributors.
Ice Snifit Ice Breath VFX
This issue requests the creation of visual effects (VFX) for the ice breath of an "Ice Snifit" enemy. The developer has flexibility in the design, suggesting either a single particle effect or a larger animation. A reference image of a similar enemy from "Wooly World" is provided for context.
Make player sprite draw to a surface
The current player sprite implementation uses a palette swapping shader exclusively, which prevents the application of other shaders like the one needed for the 'starman' effect. The proposed solution is to draw the player sprite to an intermediate surface and then apply the starman shader to that surface before final rendering.
Make the Snowboard Building
This issue requests the creation of a snowboard asset, likely for a game or simulation. The reference to 'Buzzy Bump Boarding' suggests a specific style or existing asset to emulate for scale and design.
Diagonal Pipe Launching (like SMW)
This issue proposes adding a new game mechanic inspired by Super Mario World: a diagonal pipe that launches players out like a cannon. This enhancement would involve creating a new interactive object that teleports and propels the player in a specific direction.
Big Bumpty Animations + Fine-tuning
This issue proposes the implementation of a new enemy type called 'Big Bumpty,' which is a larger, invincible version of the existing Bumpty. It requires new art assets (sprites and animations) and programming to handle projectile deflection or fizzling when they hit the Big Bumpty.
Snowboard Animations
This issue requests the creation of various snowboarding animations for different characters (Mario and Sonic) and actions, including basic snowboarding, jumps, and tricks. It also specifies variations for small and big versions of the characters.
"PT-Transition"/Coin Heaven style warping from Boll 1. (Also known as Off-Screen warping)
This issue proposes implementing a "Coin Heaven" or "PT-Transition" style warping mechanic, similar to what's seen in Super Mario 64's Boll 1 level. This involves off-screen warping, where the player character disappears and reappears elsewhere, likely triggered by moving off the visible game area.
Resprite the Shield Mushroom item
This issue requests an update to the in-game sprite for the 'Shield Mushroom' item. The current sprite is outdated and does not match the current design of the shield, requiring a new sprite to be created and implemented.
Pylom implementation + Fine-tuning
This issue proposes the implementation of a new enemy called 'Pylom' which has distinct behaviors based on player proximity and its 'log' resource. The Pylom will shoot projectiles from its mouth, with the number of projectiles tied to its log length, and can be stunned by the player stomping on its log. It also regenerates its log when idle or out of player range.
Shield power-up implementation + Shield monitor
This issue proposes the implementation of a shield power-up mechanism and a corresponding shield monitor. It's tagged as an enhancement and is suitable for new contributors, suggesting it's a well-defined task with clear objectives.
P-Switch implementation
This issue proposes the implementation of a 'P-Switch' feature. The label 'enhancement' suggests it's an addition to existing functionality, and 'good first issue' indicates it's likely a well-defined task suitable for new contributors.
Fire Piranha implementation + Fire Piranha fireball-ice block melt interaction
This issue proposes the implementation of a 'Fire Piranha' enemy, which is a variation of an existing Piranha Plant. It also requires implementing a specific interaction where the Fire Piranha's fireballs melt ice blocks.
Add failsafe code for frametiming errors
This issue describes a bug where the game crashes if an animation's frametimes are not properly defined in its configuration. The proposed solution is to automatically set any undefined frametimes to a default value of 1 when the configuration is loaded, preventing the crash.
Small Mario Edits
This issue requests the creation or replacement of several sprites for the 'Small Mario' character to align with the current design. The tasks are dependent on updates to the 'Big Mario' sprites for some actions, indicating a need for coordination.
add the rest of the logical entities
This issue proposes adding several new logical entities to the game engine, including event triggers, latches, case selectors, repeaters, variables, gates, and various trigger types like areas, teleports, and velocity modifiers. The goal is to provide more sophisticated event handling and logic manipulation capabilities within the game.
Lemon Scale Tool
This issue proposes a new 'Scale Tool' for the Lemon game engine to address performance issues caused by laggy objects. The tool would allow users to scale specific objects like ground blocks and colliders by dragging, aiming to reduce loading times, file sizes, and overall lag. It also suggests modifications to object registration and drawing functions to support this scaling.
Big Mario Edits
This issue, titled 'Big Mario Edits', lists three potential animation or visual elements for a character named 'Big Mario': Death, Groundpound Flip, and Groundpound Fall. The labels indicate that this is an art-related task and that community help is desired.
Retry Stage Submenu "Back" option has glitched text
The 'Back' option within the 'Retry Stage' submenu in the game displays two glitched purple square characters instead of proper text. This appears to be a visual bug affecting text rendering in a specific menu context.
A Global system for charm pushing and balancing
The issue proposes developing a generalized system for detecting and handling character "pushing" and "balancing" mechanics in the game. The goal is to avoid repetitive code by implementing reusable detection logic, potentially through generic variables or helper functions, to streamline the integration of these mechanics across various characters.
Missing Amy Implementations
This issue details several requested changes and bug fixes for Amy's moveset in a game. It includes adjustments to her "slam" state, interactions with enemies and blocks, removal of a specific move, widening the hitbox of her "rising swing," correcting "slidekick" behavior, and implementing a cancel for "rising swing" with "hammer slam" while preventing infinite flight.
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