Thanks for the feedback! New Input library is being used in the new update (still WIP) I will leave a note to check that this works better by the next release.
Cloaked Games
Creator of
Recent community posts
Heyo! Glad you like it.
I have not abandoned the v3 update! (It’s about 80% complete). It’ll be a whole new release and even a rebrand, probably.
However, I got stalled on some of the boring wrap up and then my life got pretty rough. I’m transitioning out of that now, so hopefully I’ll find a free weekend or two in the next several months to finish v3 (but that’s not a promise).
In the meantime, you can take a look at the v3.0.0 branch and try out that 80% done code–but it is not fully documented and would require a bit more work to get setup. (I’d suggest cloning the whole project, and generating a personal .yymps for what you want).
Thanks for your interest, and your patience. ~Cloak
Glad you’re enjoying the game!
As for your question, I assure you, any innuendo is entirely an accident. The arrow is floating simply because I lacked the art skills to do anything more elaborate when I made this game.
I will leave a note to look into changing it, in case I find time to release a new patch.
~ Cloaked
Thanks for playing, and sorry you ran into issues. I have actually updated the code-base behind the scenes, and if I ever have enough free time to do a proper update the number one thing will be entirely replacing my janky custom input code. No definitive plans though.
In the meantime, I hope the keyboard controls work all right for you. :)
I am having some trouble with static variables. If I try to live run a function containing static variables, upon reloading it I get the error: "Expected a statement, got ident". If I make those variables as local var instead, it works as expected.
I don't know if this is a bug, if GMLive just doesn't support static variables (I checked documentation about this, but I may have missed it), or if there is something I'm doing wrong. I'm brand new to GMLive and I just wanted to clarify my understanding. For now, I'm using local variables instead while live coding, it's not a problem.
I can provide a code snippet if necessary. I'm on IDE v2022.8.1.37, Runtime v2022.8.1.53, GMLive Version 1.0.62
Thanks! GMLive has already paid itself off in time saved even with the debugging I've done to figure out how to use it.
Hi! Glad you're having fun. I'm happy to give a bit of help.
1) That fight with Last before Dragon Bog requires you to use Revelation.
2) Kithen Fortress is very confusing, admittedly. You'll have to backtrack a few times, as certain laser terminals open other paths. If you'd like, I have a speedrun video here (spoilers of course). The route for Kithen Fortress doesn't use any exploits so you could follow along to find the next step. I don't recommend using this video for any of the other dungeons though.
Hey, in case I can alleviate any bitter feelings, I'll post here.
My game--Wastoid Rodney--was created for a previous jam (GMC Jam 40) and updated to be submitted here (as permitted by the rules). The last thing I want to do is undervalue anyone else who was able to put in the effort to develop a new one for this jam. I personally did not have time to commit to another jam but saw an opportunity to spend a day fixing up a game I had already made and submit it to get more feedback. Generally, I would prefer to develop everything from scratch, which is why I regularly participate in the GMC Jams. I felt this time it was better to submit something old than nothing at all, sorry if I misjudged.
I've posted a comment on my submission so it's clear, in case that will impact anyone's ratings. If it helps, the total development time of Wastoid Rodney was still only 6 days (split between the two jams). Yes, it's a few months old, but it's not like it was in development for any longer than anyone else's submission!
Disclaimer: This game was originally created for GMC Jam 40, and updated to be resubmitted to this jam. In case that affects your judgment, I mention it here. The jam submission page does not show the full game description which would otherwise include that information.
The total development time of this project was 6 days, between both jams.

















