Gift of Death

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Joined September 15, 2006
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October 04, 2006
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A handy little function (GML)
Posted on March 23, 2017 at 12:22

As far as I know GML is silly and doesn't have a built in function to check if a value is smaller or greater than all of a given set of numbers. I mean there are situation where you can use min() and max() functions but there are situations where they don't work. It would make your if-statements a little more readable and easier to manage at times.

So yeah, it's dangerous to go without, here. *shoves them into your face*

smallerThan( real, array[val1, val2...] )
/// @description        Checks if a number is smaller than all of a set of given numbers
/// @param real            Value to compare
/// @param arr[val1        Array of values to compare against, can also given as single parameters (val1, val2, val3...)
/// @param val2...]

var _c = argument[0];

if( argument_count == 2 ) {
    var _vals = argument[1];
    for( var i = 0; i < array_length_1d(_vals); i++ ) {
        if( _c > _vals[i] ) {
            return false;
    for( var i = 1; i < argument_count; i++ ) {
        if( _c > argument[i] ) {
            return false;

return true;

greaterThan( real, array[val1, val2...] )
/// @description        Checks if a number is greater than all of a set of given numbers
/// @param real            Value to compare
/// @param arr[val1        Array of values to compare against, can also given as single parameters (val1, val2, val3...)
/// @param val2...]

var _c = argument[0];

if( argument_count == 2 ) {
    var _vals = argument[1];
    for( var i = 0; i < array_length_1d(_vals); i++ ) {
        if( _c < _vals[i] ) {
            return false;
    for( var i = 1; i < argument_count; i++ ) {
        if( _c < argument[i] ) {
            return false;

return true;

Could've made them into a single script that can be flipped between smaller and greater check by a bool but I sort of prefer having 2 separate ones. It's a bit clearer in my opinion.

// Okay here's one more for finding if a value is contained in a set of values, works in a similar way.

contains(real, array[val1, val2...])

/// @description        Checks if an array or a set of values contains the compared value
/// @param real            Value to compare
/// @param arr[val1        Values to compare against, can also be an array of values
/// @param val2...]

var _c = argument[0];

if( argument_count == 2 ) {
    var _vals = argument[1];
    for( var i = 0; i < array_length_1d(_vals); i++ ) {
        if( _c == _vals[i] ) {
            return true;
    for( var i = 1; i < argument_count; i++ ) {
        if( _c == argument[i] ) {
            return true;

return false;

Posted on October 13, 2016 at 19:57

I haven't had much going on in life as of late, other than on thought level so this will be a brief one.

So, if you were lacking on things to do this weekend give a look at the 20th GM48 and consider participating. :D

Still undecided myself, I might or might not be available this weekend.

Posted on August 29, 2016 at 21:49

So. It's over I guess. Didn't get even remotely as much done as I wanted to get. Learnt something (like how not to manage time), had struggles, had some fun too.
The entry is in a kind of sorry state but at least I tried. For the first time ever. I'm kinda proud just for doing that.

But! I kinda like where the game was going so I'm going to keep working on it for a while and see how it goes.

If you care to try how the walking simulator plays you can get it from here: download.

// Well, have a screenshot too.

On pixel art and PC games
Posted on February 07, 2016 at 16:13

I started and project and I'm feeling good about it for the first time in ages! Yaaaay!

However. I figured that before I go all nuts on building things I go through all the technical stuff. Keyboard controls and gamepads, mouse navigating in menu, game options... and, now this is where I ran into a wall: game resolution.
Okay so if I'm going to make a game, I'm going to make one that I'd like to play myself. Not just for the sake of making something and half-arseing it. And I like it when games have versatile configuration chances, especially in case of PC gaming. And that includes proper video options. And proper video options have a good variety of resolutions to choose from.
My choice of graphical style causes a bit of trouble with this though. You see, pixels don't scale very well with uneven multipliers. Hand drawn graphics would be simple enough to scale down as lowering the resolution but scaling pixels up isn't as self explanationary. I've figured of a couple solutions but they both have their problems.
Okay, so one solution would be to simply have black borders around the game picture. That would be a silly thing to do, though. I guess we can all agree on that. Or you could add a fancy border overlay thing instead of the plain black box, but it's not much better.
Okay the better solution would be to simply scale the view port in relation to the wanted resolution. This works great in games that have a bunch of empty space around the game area/you can add it and it won't have impact on the experience, no problem. But how should we approach this with games with a moving field of vision? I did a little math.

Say, I want the real resolution of the view be around 640x360. If I scaled the view with some of the most used resolutions (according to this), ignoring the phone/tablet ones, here's how they would scale:
1920x1080 - 640x360
1680x1050 - 560x350
1600x900 - 533x300 or 800x450
1440x900 - 480x300 or 720x450
1366x768 - 683x384
1280x800 - 640x400
1280x720 - 640x360
1024x768 - 512x384

So, if my math is correct, between the widest and highest views views we have the differences of whopping 171/288 pixels in width and 100 pixels in height. That equals 75/144px left-right and 50px up-down of extra viewable area around the player. It depends a whole lot on the style of the game, but that can be a whole lot. The height difference I would still be willing to fix by letterboxing the thing, but 50 pixels aren't that much, not even the full height of a 64x64 sprite, and a projectile would be visible for some 5-10 frames (okay that's a big deal to some players) before it would on on the smaller screen. The width is a bit different though. It's the stupid 3 resolutions between 1920x1080 and 1366x768 and the old 1024x768 screwing it over the worst.
What I'll probably do is do the resolutions as listed above without letterboxing, scaling the view port to the resolution rather than scaling the view, and add the highest 2 real resolutions (since they are bigger in different directions) as an option to pick for windowed view - or fullscreen if you don't care about the distortion - in case somebody happens to feel discriminated for having picked a display with "wrong resolution".
But... I really don't know what to do with the 2 pieces of shit there. The smaller choices are too small and the bigger choices are too big. Why can't we just stick to a single standard (or say, 1920x1080 and 1366x768 because lol laptops). It would make things for devs easier.


Sorry if that's hard to follow, I'm far from a decent writer.

Posted on January 03, 2016 at 10:46

Well, my first entry for the year will be a short one. I'll get to writing about my things and stuff, life I guess, later this month but anyways:
I thought I'd give a heads up about a yearly week long charity speedrun marathon titled Awesome Games Done Quick (or AGDQ for short) starting soon (as in about 45 minutes after this being posted). I don't know how many of you guys enjoy watching live speedruns but as a good partion of us are gamers to some degree I though I'd give it a mention anyway.
You can find the twitch channel here.

I'm not good with titles
Posted on January 19, 2015 at 23:07

So. Insomnia. Or some shit like that. Went to bed somewhere after 22:00 and woke up at 3:00 just to roll around in bed for about 2 hours just to give up on getting any more sleep tonight. And the same shit last night, with the difference that I only slept about 3 hours. And to add to the injury I slept like 4 hours on Sunday morning so... I'm just expecting to spontaneously combust sometime soon. Or fall asleep during a class, who knows. I just want to sleep, damn it!

Okay, we got that out of the way now. I've been hoarding Castlevania games for a while now, and have concidered on streaming through every damn one of them in the order of release. Well, excluding anything that isn't on Nintendo's console or PlaySation, anyways. Because I don't really feel like finding myself an MSX or anything Sega right now at the moment. I'm still missing a couple of titles I wanted to get (Vampire's Kiss/Dracula X, Legends, and Aria of Sorrow come to mind but there's more, getting them all as loose carts will cost something like 150€, if lucky). Anyways the broadcast language is still open. I might roll with English if any non-Finnish viewers pop up, or keep it in Finnish and just answer to whatever the foreign ones have to say in appropriate language. Anyways, I'll probably post a link to the stream if anything ever happens.

And my other projects? Well... basically no progress. Because school. And lazy ass. For some unknown reason I haven't got myself to draw or anything for a while now apart from crappy random sketches during classes, but I've been going through a lot of stuff in my head. It's just a shame I haven't written anything down. I haven't done anything much towards my website either. Everything just seems to have frozen in place, like too many times before. I really want to get back into game making but I can't decide on any of the crap that needs to be decided. And I suck at storywriting. I can't speak for storytelling because I don't think I ever got that far in making a game. I mean I get a crude engine together and then the project freezes because I'm not sure what to do. But I'll figure out something this time!

Sorry you had to go through that mess of a post.

Some title
Posted on January 04, 2015 at 06:07

Soo... It's been a bit over a year since my last blog post. Seems like I removed the post, but whatever.

What have I been up to? Well, I finally started my studies and in a few years I should have engineer's degree in Software Technology/Programming. I'm still not quite sure if it's what I truly want to do but time will show. Actually, I'd love to make a living by crafting stuff but it's really hard to make a good living as a carpenter or such here. Well construction workers do get paid relatively well I guess, but I'm not that much into that.
But really programming is the closest to doing-stuff-by-hand I could think of as you get a visible result on the monitor for all the hours you worked on the code. And I can still keep on doing handicrafts as a hobby. :3
Well, might as well share this and that with you (the pad will get a bar and plating at the rear at some point). And a video of the latter. Not my best run but whatever, it's meant to show it works (although the sensitivity still needs some tweaking).

I've also been pondering on an idea for a game (actually 1st thought about it a couple of years ago). There's not much concept art, or anything else on that matter, yet, but I feel like might actually get something done this time. I'll post a more thorough blog about it when I have more to show.
I'm just scared by the sheer amount of character animations I'll have to do as I never was that good at animating human (nor animal) movements. I suppose I should try to look more into animating before I rush into anything. :p

Let's see how my activity lasts this time. 8D

Trying to get artistic
Posted on September 09, 2012 at 14:47

Well, it's been quite a while since I last wrote a blog entry. There ought to be alot to tell but, I guess I'm just one of those with boring life. :<

So... Yeah. As some of you might already know, I HATE DRAWING BACKGROUNDS, GOD DAMMIT!
I'll be adding a proper background later. Or then I'll just try drawing it from a scratch again. I've planned on using the design in some game of mine. If I ever actually get to finish any...
Aaaand so much about the art.

Speaking of Pokémon. I lately got into the Pokémon TCG again with a couple of friends. And now I've spent way too much money on the cards to catch on with the other people. A few hundred, I guess. I'd be better off buying single cards for my decks but I'm not just that kind of person. I like the excitement of opening the booster packs. :<
I also tried some Duel Masters but I guess that game is dead by now. Havn't seen anything related to it for a while. Now all this TCG mania of mine has led to the thought of creating my own TCG but I can't really see it getting much attention in middle of hundreds of other TCGs. Series like MTG, Pokémon, Yu-Gi-Oh! and WoW are pulling too much focus from players.

PS. Can't wait for the S4D to start. :3

Edit: I made a file renamer that renames all the files in selected folder and gives them subsequent numbers... Because I couldn't find one. Because I didn't even try...
Here it is: Clicky
It's made with GM so be careful with it! :P

168 hours of Pokémon!
Posted on June 16, 2012 at 15:38

168 Hour Gaming Marathon Raising Money For Autism Charity

ARLINGTON, TEXAS – May 30, 2012 – On Friday, June 15 at 6PM CDT (GMT -5) TheSpeedGamers, a group of gamers from Arlington, Texas, will begin their annual weeklong gaming marathon for charity. The group has raised over $309,000 for various charities and causes since it was formed in 2008 including; Japan Relief, Gulf Restoration, Susan G. Komen, St. Jude Children’s Research Hospital, and the Michael J. Fox Foundation. These charities directly help support those in need and help fund research towards cures for various debilitating diseases. The marathon will cover Nintendo’s popular series, Pokémon.

This marathon TheSpeedGamers will be raising money for ACT Today! ( whose mission is to raise awareness and provide treatment services and support to families to help their children with autism. 100% of donations will go directly to ACT Today!. Most major payment types are accepted and can be sent via TheSpeedGamers’ homepage.

TheSpeedGamers’ Pokémon Marathon is a seven-day charity drive that is broadcasted live online. The marathon will last 168 hours and the goal is to try and capture all 649 Pokémon before the marathon ends. The group encourages donations through great gameplay, commentary, contests, and prize incentives. TheSpeedGamers have featured many huge Internet personalities such as YouTube’s famous Let’s Player, ChuggaaConroy, and ProtonJon. During the event, viewers can chat directly with the team via IRC chat, or social media networks such as Twitter and Facebook.

Watch the event live on the web at beginning June 15th at 6 PM CDT.

Also, I'm doing just fine (or I think I'm...).

2012 and F4D
Posted on January 03, 2012 at 06:16

O'hey, look, it's the year of the Armageddon!

New year went quite fine. We shot some fireworks at our neightbour We were shooting fireworks with our neighbour since we (or rather my sisters) have 2 horses/ponies which would be scared the shit out of them if we did that next to the stable. Then we got invited inside to have a drink... And we ended up staying a bit longer than we were supposed to, which resulted in getting drunk. I went bed around 7am after some ham sandwiches and a couple of LoL matches (which I lost).
And that's pretty much it. So, happy new year! :3

So about the F4D. When I noticed that the deadline had been extended I finally started with my game! It was on 29th or 28th day I think. And now it has been extended by one more week! There's still hope to get an actually playable version published in time!

It's dangerous to go alone, take this screenshot with you!
As you can probably notice, almost all of the graphics are placeholders. Those maroon red cylinders will be replaced with trees/rocks other stuff, and somehow look less repetitive (random x/y coords abit?). Might attempt to make heightmapped terrain to make it look nicer, but that's pretty much the last thing I'll be doing for now.
Lets add that it's my 1st 3D project ever! D:

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