ReloadedK's Profile

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Joined on: Oct 18, 2016

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8 Ratings!
6 Reviews!
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6 Reviews

For: I Wanna Be The Engine GamerH2
Interesting that we get to see another clickteam fusion engine these days. I've never used it so my opinion might not be as useful, but I'll try anyway.

1) Physics are mostly good. There's almost no difference in gravity nor speed, so good job there.
2) Platforms are well made. Only thing I'd say needs some work is the fact that if you jump through a platform from below, you get instantly teleported above it. No big deal though.
3) Walljumps don't work all that well. If you hold the jump button and both directional keys at the same time, it will make a small walljump but only on the one on the left, not the one on the right. Also, they don't save your second jump, but some people prefer it that way so I don't mind.
4) Water works well. The sprite could be better but that's not a problem at all.
5) Every time you press R, objects flicker for a second (they turn invisible). Probably has to do with the load process of the engine itself.

-Major bugs:
1) Game crashed in the menu screen once. Not sure why, but it only happened the first time I ran the .exe.
2) Touching a walljump on the ground completely destroys collisions (it gets you inside the walls and below a few pixels). Walking gets you inside of the blocks, but backwards. Also every time you jump, you get down a few more pixels.
I tested this inside of the water, touching the left walljump.

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Tagged as: Engine
[4] Likes
Rating: 5.0 50       Difficulty: N/A
Oct 16, 2019
For: I Wanna Be The Engine Maras Edition
There's a lot to unpack here. My opinion might be biased, but not towards NANE or YoYoYo's engine since I've not used them all that much and I prefer using my own.
I'd say the best way to analize this is to comment on individual details first:

-Slopes- (Always a handy thing to have in fangames)
-XY platform movement- (Can be used to create neat platforming challenges)
-Walljumps- (This for me is a mixed bag. They keep your double jump and work fairly well, but if you hold both directional keys, the kid stops mid jump)
-Menu layout- (Simple and does what it's supposed to do)
-Settings- (I did not like the way it's structured. You should either use the keys or the mouse to interact with a menu, not both. Still, the options are good and clear)
-Fadeout effect- (I don't mind it, but I imagine it can get tedious)
-Init room- (It's empty of objects, but the room has creation code. That's kinda elegant, I think)
-The way the player object is coded (I like it. It's simple and it works well)
-Triggers- (nice variety)
-Ice block-

Now, for the things I think need some work or can be changed:

-The camera movement- (It's not bad, but it's not great either. Could use some work)
-The folder structure of the engine- (It's kinda messy, specially with sprites. I'd say more folders would order things better in there. With objects it's not that bad. Scripts could use some folders as well)
-Lack of a debug mode- (Godmode + kid placement with the mouse + some useful data like the XY position of the kid and so on)
-obj_camera and obj_portal's sprites- (The first has an unnecessarily big sprite and the second has a blurry sprite. just small nitpicks)
-Ladders- (They could use some work. You should be able to grab the ladder when pressing "down" as well as "up". When inverting the kid's gravity, the buttons remain the same but the sprite gets inverted, so it gets confusing specially when you can't grab the ladder when pressing "down". Also you should put a platform object at the very top, to stop you from falling. Same should happen with inverted gravity)
-Code comments- (It needs more comments. It's annoying, but it's also necessary when making an engine)
-Platforms- (They work well, but they do feel different from the standard engines. It's understandable, though)
-Script names- (small nitpick as well. There's a script called "create", which could get confused for instance_create or something similar. You should always put "scr" before a script name so you always know what you're using, it's a good habit)

The engine is good overall. Not quite my cup of tea, but it works well and it's always a good thing when someone has its own take on an engine. I'd say give this one a look if you want to learn more about how gimmicks are made.
I'll update the review if I find something else.

EDIT: I actually ended up using something from your engine so kudos to you

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Tagged as: Engine
[3] Likes
Rating: 7.5 75       Difficulty: N/A
Aug 29, 2019
ReloadedK [Creator]
For: I Wanna Be The Eternal Quest!
>This game has been updated to v0.5 (2019-10-23)
-If the game sounds too quiet, I recommend turning off the "Volume relative to System" setting on the options menu. It's on by default.
-This game doesn't play nice with Windows 10, so I recommend playing it with Windows 7's compatibility mode.
-Use renex's gms_scheduler_fix (download the .dll and place it in the same folder the .exe is). Here's the link:
-Rooms with lots of particles or text drawing will likely slow the game if you're using Windows 10 and beyond. It's not terrible, but it does happen on specific places like menus.

- Patch Notes:

(v0.1 / v0.2 release)

-v 0.1

(v0.3 release)

-v 0.3
Lots of rooms changed
Platform bug fixed
Small enemy AI upgrades

(v0.4 release)

-v 0.4
Fixed physics (jump/fall speed, water, walljumps, etc)
Room changes again
New difficulty system
Added Health bar and weapons
Finished ingame menu
Enemy balancing and small AI tweaks
Added selectable resolutions
Added different weapons
New teleport and room changers
Added an intro
Stage introductions
Many, many small changes to random things.

-v 0.41
The "saveless" difficulty has been changed to "1 HP"
Added auto-fullscreen in the resolutions menu
Reduced golem's invencibility frames
The way the sword registers an attack has been changed
Debug is now Ctrl + D. Read the readme file!
Mostly small fixes.

-v 0.42
Sword attacks register perfectly
Mostly bug fixes.

(v0.5 release)

-v 0.45
Completely changed collision system, both for the player and the enemies. Added slopes.
The bullet effect when destroyed is now placed perfectly when hitting walls
Changed the way generators work in world 2. They also do less damage now
Changed the timer for every trial in world 3
Small changes to the effect when saving
Added some helping text in the menus as a guide
Changed the way passive items work. Now they have permanent effects, like power-ups
Added a dash mechanic
Changed several folders and files to the /Data folder, to make the game more comfortable to execute
Added a new zone, sort of
Remade the particle system completely
Added small optimizations to the code and scripts
Changed the save system, again
Made the sounds and music relative to the system volume by default (this can be changed at
any time in the options or ingame options menu)
Added a transparent black square behind the menu's text
Made a "Sprites" folder. Useful for big sprites or animations, reducing even more size
Made a "Quit Game" option in the menu lobby (can't believe I didn't make that before)
Made several sprites external, to free more memory from the .exe

-v 0.5
Added a new weapon, the kusarigama, along with a hook mechanic
Ported the game from gm8 to gm8.1
got rid of the awful "treat uninitialized variables as value 0". This was pure hell...
Solved a literal ton of bugs
Added some secret areas
Added a weapon modifier, hidden in the Luminus Forest
Changed some of the enemies AI and behaviour, yet again
added a new zone, sort of
Some zones connect to other zones seamlessly
Changed the trigger system, and floating text as well
Cherries can be cut with the sword, including trigger cherries

(v0.51, testers revision)
Minor bug fixes, not worth renaming the version after it
Had to treat uninitialized variables as value 0 again because of obfuscation
Backtracking added to world 2
Laser mechanics fixed completely
Removed inertia platforms
Solved issue with the HUD's alpha values
Removed zone numbers
Added extra kusarigama tutorial room
changed sewer water color
Weapon selection persist between rooms

It is not explained in the readme, but you can suicide by pressing Ctrl+Q at any time. The command is fixed, so it won't matter if you use the Q or Ctrl keys for other actions. This was made mostly as a dramatic effect, and for its nostalgia factor.

-If you find a bug or something doesn't work the way it should, please send me an email to: [email protected]

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[3] Likes
Rating: N/A       Difficulty: N/A
May 11, 2019
For: I Wanna Reach The End
It's a fangame with very simple yet fun ideas. It reminds me of 2010's fangames for some reason. It might seem a little bit outdated now, but it's worth checking out.

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[1] Like
Rating: 6.5 65       Difficulty: 40 40
May 1, 2019
For: I wanna be the engine ririry edition
This is the single, most confusing engine I've ever seen... and I thought engine_japan2 was difficult to understand.
When I opened the world object, I felt physical pain. It still haunts me to this day.

Other than that, there're some cool gimmicks in this. My personal favourite is the hook, but I wouldn't recommend trying to mess around with the code. The creator of this engine is very, very disorganized and likes mixing both code and drag n drop, which gives me headaches. Every text written in japanese can't be read, so if you try to understand what the hell is going on inside of this, you better know how code and drag n drop works. Good luck trying to figure this thing out, and let me warn you, you'll need tons of patience.

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[3] Likes
Rating: 5.0 50       Difficulty: 90 90
Apr 29, 2019

1 Game

GameDifficultyAverage Rating# of Ratings
I Wanna Be The Eternal Quest! 45.0 8.6 9
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