Source code for v1.2.2
8 years ago
New Jersey, USA

Can anyone provide the source code or a tutorial to get the source for v1.2.2?

I've tried everything I could find online related to Game Maker, but have never had any luck.

I've been trying to find glitches with the teleporter and simply can't find anything, the source would be extremely useful at this point.

North Brabant, Netherlands

1.2.2 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: https://github.com/Vicellaneous/GameMaker-Studio-Decompiler ) 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. I suggest removing the dark caverns.

anyway. 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.

New Jersey, USA

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.

Drenthe, Netherlands

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.

North Brabant, Netherlands

@Onin 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.

Edit: Like I said recompiling a decompiled script through this program would require significant coding and Game maker skills.

Drenthe, Netherlands

RoR has been in a couple GDQs before. The RNG is not a barrier. Presentability is.

French Southern Territories

I made TAS Tools for several Game Maker games (Another Perspective TAS is soon finished). If I get the GMS project file, I could be able to make a TAS Mod

New Jersey, USA

Yes, Risk of Rain has been to GDQs before, but one of the runs never finished and the other was unable to do one of the donation incentives because of RNG (defeating Providence with fireworks). At this point if RoR were submitted to GDQ, they'd see past results and probably immediately reject it.

If there was some kind of seeded run (guaranteed maps, spawns, items, enemies, etc.), it would probably have a chance since we could probably play at an acceptable resolution for stream to see because the entire run would be predictable. The estimate wouldn't have to be 20 minutes because of potential bad RNG, it could be about 10 minutes depending on who's playing.

I've always wanted to TAS this game since it would probably be absolutely bonkers with RNG manipulation. Sadly we probably won't have anything resembling the original project file anytime soon.

French Southern Territories

RNG manipulation is so easy in GameMaker language :^)

North Brabant, Netherlands

Has anyone tested yet whether or not freezing system time has any effect on RNG?

New Jersey, USA

I don't think so. It might be worth looking into.

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