G.M.O.S.S.E MK-III is out!


Get it
here!
Changelog from off the top of my head:
- INI file support. The obj_optionsmenu controller handles changing settings ingame while obj_maincontroller handles loading and making use of the variables from config.ini
- Pause menu support. This was a bitch to do and should be implemented with caution. TATE on any rotation will work with the background_create_from_screen trick now as well.
- Ship Selection menu, with scrolling text to boot.
- Speaking of ships, you can now play as a Space Invader!
Bugfixes:
- Scoring fix, so now its not relevant to how many shots you can pump into an enemy unlike MK-II
- What I mentioned before regarding the background_create_from_screen in the pause menu. Spent today working on that and figured out the kinks.
- Rearrangement of music groups and stuff so that loading is done when necessary (pausing, going back to ship select and picking a new ship wont trigger another set of loading files)
- added bomb count, not really a fix since I just couldnt be bothered before
- Changed afterimage handling from Step event back to SHIFT key - with the pause menu implemented it lead to being able to spit afterimages without slowing down
- Other fixes Ive fixed ages ago and since forgotten about
To do:
- convert enemy attack patterns to timelines for ease of edit, loopability and consistency
- add some kind of input file support using external timelines, still figuring out if its possible
- more ships (I have ideas for this....)
- more levels, one of which will use nothing but Pinwheel for bullet patterns (have ideas for this too....)
- more options in the INI config
- intro screen?
- level transition/handling via controller object
- convert all position handlings to be either relevant to the object or view_yview et al. 0,0 wont work on stages that are larger than view size and use that for scrolling.
- add delay in pause menu so as to not crash the game by pressing ENTER and Z rapidly
- redo comments for everything, currently you're going to have to be quite literate in GM to figure out GMOSSE but
its still not as hard to understand as Hello Engine 4
Report bugs/suggestions/feedback!
EDIT: Ive suddenly noticed that setting Interpolation between colours in the Global Game Settings does wonders for the appearance of this in TATE. Makes the afterimages look a little bigger than what they already are in some cases though.
EDIT2: I found the GML function for interpolation between colours and implemented it for when you TATE 270 and 90 degrees. It makes the text a lot easier to read and the ships themselves dont look nearly as distorted. While it's not perfect I think I can safely say that short of doing surfaces which are eww to me this is
the best possible method of TATE you're going to get in Game Maker 8. Hopefully 9 will fix the weird crap I've had to figure out workarounds for and give us pixel-perfect view rotation.