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Krys

@Krys

Joined June 1st, 2026

  • 13Devlogs
  • 3Projects
  • 0Ships
  • 0Votes
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4h 16m 5s logged

So, I added the new version of gravity to all of the bodies that could move. The new version’s secret is, that its made in only one column. I also upgraded the small helper hidden in the left high corner. You can see its main code lower. I tested it and it reacts to all of the events it should respond to.

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4h 17m 14s logged

I hope I solved the problem with the bodies sometimes not moving. I invented a new way how to act between pressing space and simulating gravity. The problem that they didn’t move was maybe because the simulation was divided into two programmed groups. One was activated when entering a certain room and the second activated later when pressing space. At least I hope so… I spent a lot of time going through the code and couldn’t find any other solution :(

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4h 8m 1s logged

As I mentioned in previous devlog, I really had to invent a special sprite for each moving body. The shadow under the bodies collided with bodies, so I really didn’t have any different solution. There was also a bug in a cycle. It was about sending messages to other communicators more times than the loop actually looped. So I implemented this code to all of the special sprites for shadows (the code was different every single time)

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4h 2m logged

I inicialized the gravity for the third body (oh yes, finaly) –> It took me a lot of time, because the more bodies you have, the bigger amount of code is needed. But just as I tried it, I came across a different problem. Bodies collide not only between them, but also with the trajectories of the bodies. This got me really thinking. I might create for each trajectory a sprite.

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4h 2m logged

This time, my programming session was a brutal nightmare. I was trying to fix a very uncomfortable bug and it was hidden in the code below. As more than one sprites had this code, one was experiencing active condition and the second passive. I also upgraded the guide menu with a new design of the mass system.

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4h 6m 1s logged

Now I added a ton of code to another ball, so it could interact with others. I also made a requirement if user wants the ball to move or not, so it could act just as gravity provider or even be attracted by the gravity too. Big changes will happen also to other bodies. See you later : )

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4h 12m 2s logged

I finally managed to finish the complete guide for users. I added a step-back button so everyone can return to the guide if they missed something. I also added a menu for giving speeds right from the start. It means that the simulations won’t neccesarily be from stable positions. -> I hope I don’t need to mention the bug fixes everyone knows about :

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17h 35m 9s logged

I recently made a huge jump with the gravity simulator. I added a third body to interact with and I also added kind of a huge guide for the users. The most annoying thing to do was the debugging part. It’s always hard to find the roots of the problem. I hope this simulator ’ll get as much stardust as it can because I´m working hard to get the results I want.

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4h 31m 59s logged

HELLO! - I finally added second level for the game and now the levels look like 3D. The typewriter effect I implemented to dialogues was really hard to obtain.

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1h 33m 1s logged

I’m working on simulation between bodies in space. Today, I finally figured out how to do it for the first time. Months before I struggled to perform such a difficult physics simulation. I didn’t really ever understand how dx and dy works. So I tried it and it works pretty well even in scratch.

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26m 45s logged

I’m working on a RPG game, right now I’m doing a tutorial, when I finish it, I’ll make a one by myself! I’m still having problems with counting the time in Gamemaker, CAN SOMEONE HELP ME PLEASE?

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