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APDGuy



Registered
  03/12/2023 18:01:24
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23rd December, 2025 at 23/12/2025 19:08:21 -

Hey, what's up?

I have to explain what I've been doing during my absence on here. So, after the release of The Quest of James Denis in january I stopped doing games for a while to rest until june when I returned to the FNaF scene. After releasing, no jokes, 6 games in this year but obviously with enough effort to not be considered shovelware games... but that's the thing, I put enough effort on these games while doing it in just one month or even less that there was a point I had burnout from the FNaF series, so currently I'm taking a break from that, but I needed to do something to not get bored of (yeah, that's how my sad life is) so instead of watching movies or reading books I decided to make a new game... key difference is that... James' coming back!

Yes, James Denis and the evil queen Kyung are returning in a new title, while still based on the first TQoJD, it is significantly different as it feels a bit more of a classic platformer while also taking some small bits from the Sonic the Hedgehog and Crash Bandicoot titles (Bubsy? what's a Bubsy?) so it could be more fun.

But that's one of the problems I'm currently facing, I don't want this game to be like the first Crash where if you died but broke like 8 crates once you reappear these 8 crates also reappears even if you have a checkpoint. I tried to look tutorials that could be useful but the problems is that the only one I could find was literally the same method that Tyler Ahlstrom used to save and load in TRTF 1 and I don't even think that could be useful. If anyone know how to save the information of destroyed actives WITH NO EXTENSIONS so these will not reappear once you reappear then I'll be grateful, otherwise all I can wish is that you all don't die after destroying like 40 vases :/

Oh, here's some gameplay footage from my Bluesky: https://bsky.app/profile/apdguy.bsky.social/post/3mar4r7nhwk2i
Also here's another thing: I made a new account on Game Jolt just for non-FNaF content. So the original TQoJD has been moved from my main one to the alternative one. The alternative account being: https://gamejolt.com/@AltAPD

I'll appreciate if anyone could support my non-FNaF projects on there as with the FNaF fangames I tend to receive mostly positive comments but when it comes to the non-FNaF one I don't receive that much support or even got some backlash from friends (or one specific friend, most of my friends actually support me on everything) so uhhh, puppy eyes?

Well, thanks for reading. I'll be ears!

EDIT AS OF DECEMBER 24, 2025: Due the current situation with Grok I decided to leave Twitter and, unfortunately, return to Bluesky replacing the old Twitter link to the new Bluesky one.

EDIT AS OF THE SAME DAY BUT AT 7:30 PM: DARN! I HAD TO EDIT ONE MORE TIME THIS JUST BECAUSE THE PAGE DECIDED TO PUT AN EMOTICON!

Edited by APDGuy

 
=================================================
ˇSalchipapa de peperoni!

Joshtek

Administrator
The Archivist

Registered
  02/01/2002
Points
  4095

Game of the Week WinnerHas Donated, Thank You!Mr BallPicture Me This Round 50 Winner!
25th December, 2025 at 25/12/2025 13:26:54 -

Hi APDGuy,

I hope you enjoy getting back into the swing of things after your break. I often get a bit bored at the very end where all that is left is bug fixes and polish as I enjoy the more creative parts of game development.

I enjoyed the Sonic and Bandicoot games and have seem footage of Busby but never played it. Good luck with your new endeavour.

To allow destroyed blocks to be replicated you basically need two things:
1) A way to identify the destroyed object, and
2) A way to save/load their destroyed state (using a loop).

How you do this will depend on what you mean by no extensions, if you want it to be saved/loaded to a file, and how many objects are involved.

For example, if you literally want to use no extensions such as INI or Array then you could just store the state as the letters 1 and 0 within a string (which could be in an object, alterable value, or global string, etc), with the pos being the ID of the object (which you can assign on frame start by using spread value) - to make it works with checkpoints you would then need to copy that string into a second string to backup the state at the time of the last checkpoint. For identification, you could have it simply append the ID of destroyed objects to that string with a comma separator (or enclosed in []s for example) and then process that list and destroy the ones that need to be destroyed. Or, if you don't want to give them IDs you could record it as X/Y co-ordinates what has been destroyed. Or, if you wanted to use objects, you could put all of this in an array either with one entry per ID or with each array entry associated with a different identifier for a destroyed object.

Example using XY coords (where I have set Global Strings A and B to CurrentState and SavedState respectively:
Image

Example using spread value ID (where I call Alterable Value A 'ID'):
Image

Edited by an Administrator

 
:: Joshtek ::


Oreos? GO! OREOS!

APDGuy



Registered
  03/12/2023 18:01:24
Points
  829
25th December, 2025 at 25/12/2025 15:51:35 -

Hey Joshtek,

I followed both methods and while the first one didn't work, the second one hit the spot. Thank you!

Oh, and thank you for taking your time to read all of what I put and giving me a hand also.

 
=================================================
ˇSalchipapa de peperoni!

Joshtek

Administrator
The Archivist

Registered
  02/01/2002
Points
  4095

Game of the Week WinnerHas Donated, Thank You!Mr BallPicture Me This Round 50 Winner!
25th December, 2025 at 25/12/2025 22:01:45 -

I'm glad the second method worked and am looking forward to seeing the game you make!

 
:: Joshtek ::


Oreos? GO! OREOS!
   

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