1.2. Download opera mini 7 java. 2 is made with Game Maker studio which can't be decompiled sadly enough. Earlier versions could be decompiled with a simple script (pre 1.2) to find out about possible bugs. But the game maker version was completely re-made so I doubt you'll find much. Even if you managed to decompile the code (this for example: ) It would be extremely hard to re-compile it since decompilers aren't exactly accurate. If you do manage to decompile and recompile it somehow. On GameMaker: Studio’ game decompilation. Ong bak 2 full movie download 3gp. It seems that questions about whether (and if so, to what extent) GameMaker: Studio games can be decompiled are being asked at a constant pace, and yet there are still no resources to clear up these questions. So I've decided to make a small post on the matter. Such unpleasant turn. Game Maker Decompiler (version 7 and older) Uncompiler. Ace, Super Meat Boy. Also works on 'audiogroup' files from Game Maker Studio games. I suggest removing the dark caverns. You can use that script by opening a CMD inside of the gamemaker.exe and then running decompile riskofrainwhatever.exe I believe. I'm not exactly sure if it would work. But that's what google came up with for me. There was also a guy on SDA forums who had the source code and offered to help people find bugs. But that was ages ago and I don't think anyone asked him. Also if you find the source code I'm quite versed in a few scripting languaged and could possibly help out. Yeah I saw that post on SDA a while ago and always wondered how he managed to get it. ![]() I guess it was just an older version from before the switch to GM:S. I wonder though, if we managed to get the source and could modify the game, would it be allowed to run the modified version if we only changed which maps we got? It would make runs a lot less tedious and time consuming and more skill based. Even if it weren't allowed, there's not really much anyone can do to prove anything was or wasn't modified in the first place. Maybe Onin can chime in. I'll try that decompiler, thanks. Who knows, maybe some kind of miracle will happen and it'll work. You can try it on the 1.1.2 or even the 1.0.0 versions we have backed up. No, editing the game to alter the RNG, any of it, is not kosher. For one, it's completely arbitrary, why just the maps, why not also the spaceship spawn location, why not also the amount of chests that spawn, why not also the odds of finding an orange chest. Secondly, you can't guarantee that changing one thing in the game doesn't affect other things unintentionally, no matter what you do about it. Would be interesting to see how the game seeds runs though. If we can figure out how to alter that, without editing anything, that could be sweet. @ While you're completely right. This would allow us to make a seperate seeded run. A run without RNG that would depend 100% on player skill and item choice. It would also be interesting to run just to see how items really interact with speed. Also, if we somehow had a version that allowed us to 'always' get a good spawn point that would mean that we have 0 reason to fail a run, without resets we could theoretically sign up for the GDQ events (they do run indie games done quick) Since it's nearly impossible to go there when your run is 20 minute resets and 10 min running.
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