Posts Tagged ‘Game Maker Studio’
So I guess I’m in for like the 7th time or something. I’m starting to feel old haha. It’s still unclear what exactly I’ll be doing, as I may do the jam with one of my friends. If I go solo, I’ll be tinkering with:
Engine: Game Maker: Studio
Sounds: sfxr & Mario Paint (Not kidding, using it to create basic tracks to then convert to a midi file. Then I’m going to throw said midi through some programs and sound fonts to hopefully make decent music!)
Anyways I hope you all have a wonderful dare! Remember to vote for two buttons!
Earth is going to be conquered by monsters and You are the saviour of the world !
You can save the world either or save the cutiest aliens ! May you die or may they die . Kill them to survive .
We finally made our first ever LudumDare Jam entry with a rogue – like , action – shooter , procedurally generated “YOU ARE THE MONSTER ” which will make you call out ” Whoa ” .
WHAT WE’VE GOT !
A good response from you people . Thanks to everyone who has played and REVEIWED because that is essential for a developer to know about his own game.Thanks in advance to you also , because we know , you are kind enough to play and rate , not like others who don’t care about anyone else .
By the way , this is our first LudumDare Jam entry and we are excited to advance with the results .
Also this is our first game ever developed , the screenshake is fixed and now no problem should arise .
THANKS TO ALL , EVEN IF YOU DID NOT PLAY OUR GAME !
Yay! It’s been 5 hours since we began without an idea, and now we have 1 enemy that is able to shoot or kill the player by touching it.
And the player is able to kill the enemy and die.
Music, on charge of my brother, is still not ready. He is also polishing the graphics (my programmer art sucks).
Ok, me and my brother are in!.
We’re going to make a game where the mouse cursor is the weapon on Game Maker Studio.
We plan to use W95 style for a desktop where icons and files attack the cursor, MIDI for the music, etc.
Right now GMS is updating, I am very excited about this jam.
This is one of my only games so far and my first publicly released game ever. The theme I chose, of course, was fishing. My challenges were to use only 4 colors and to make a game that uses only 2 keyboard keys (“A” and “D” in this case). If my game makes anyone laugh (there are some awful puns here and there), feel hungry, or go “Awwwww :(“, I consider that a plus.
I also had a personal goal on the side, which was to make a game about a character who clearly has a disability, but not make the game specifically about that disability. Since the protagonist spends much of the game sitting in a rowboat and not jumping around or anything like that, I thought “Why not make this angler a wheelchair user?” The story arc, in the end, is (spoiler alert) more about hunting down a sea monster and avenging the loss of the character’s parents, while disability is incidental.
I guess it can also sort of be about learning to live on one’s own and a more general separation from one’s parents. Moving out is often considered a major part of adulthood. I’m not currently a wheelchair user, but I am disabled and have mobility issues, and the idea of living by myself really intimidates me. There are people with disabilities who can and do live on their own, but personally, I think I’d have a rough time. One of my biggest fears is losing my family and ending up alone.
But I don’t want to seem like I’m trying to be too deep about a silly Game Maker pixel game that involves smacking things around with an oar in Pokemon-style battles. It is very much that.
What I used:
- Game Maker Studio Standard
- FireAlpaca (and a bit of Paint Tool Sai, but mostly FireAlpaca)
What went well:
- I’m happy with the color palette I used. It might not be for everyone, but I like purples and sunset-y colors.
- I got a, more or less, finished game submitted my first time participating in a MiniLD jam.
What didn’t go so well:
- There was stuff I still really needed to fix after first release (stuff that didn’t exactly impair gameplay, but it’s a little weird to see, for instance, a door floating in front of a text box).
- I rushed the music over the course of a couple days. Apart from sight-reading and transcribing a shanty for the ghost pirate battle music, I basically threw stuff together in LMMS and hoped it wasn’t too grating on the ears.
- I had to do the battle system twice over and each time took about a day.
- I could have done better on the end screen. I saved that for just about last, when I was really rushing to get the game done.
- The equipment could have used more variety.
- The sea screens also could have used more variety.
What I learned:
- Parent objects are pretty convenient if you have multiple things that function similarly. Like text boxes. I should have realized this earlier on.
- Either having a single object handle a bunch of menu functions is a bad idea, or I’m just bad at doing that. I could ramble about how the shop and battle systems used to work and how they work now, but I don’t want to stretch this post out too much.
- I need better sleep habits. I was really excited about MiniLD and I’d keep on trying to code even while I was sleep-deprived, but that led to more slip-ups and subsequently having to debug.
I will be writing a post-mortem very shortly, but in the mean time you can still vote on my game 😉
It’s funny, I wouldn’t have thought that with a tool like game maker and it’s long list of available platforms, at the end making ports will be the hardest thing.
But now we had our Compo version available for Mac OsX… except for Mavericks (10.9)
So far, we have a windows version (except windows 8) and mac version (except os 10.9). The html 5 version has issues with the dialogues and it will be our first fix as soon as we can spend some time on it. And making a windows 8 version looks very annoying, so we’ll see. The mavericks version is a known bug, but I didn’t find the fix or it’s not released yet (hey guys, maverick is out since 6 months).
At the end exporting, testing and releasing your game is very stressfull but it’s a good lesson.
So here is our adventure reverse-cluedo game : May I Help You ?
Hello, we are very proud about our entry this edition with Tentacle Rails. In the last edition of LD our game had a lot of problem with path-finding and a game of “stealth” was very frustating due the guard-Ai was very awful and didnt work well. Few months have passed and now I have learn a few tricks about Game Maker and coding that have been very useful this time…
When we read about the theme, we did a list of ideas about doing the game. But finally, the chosen idea was thought by the designer Eduardo Perez. I wanted a game with puzzles and he wanted a game with a lot of action. The final idea was a mix of both terms. We didnt wanted to do a runner, and then I thought about a top-view with a wagon. The art and the magic of “Edu” did the rest and I was focused in find the best way to program this little monster.
A comparison between the first design of the level and the final one.
– This time we haven’t important problems with the code and the understanding between me and the designer artist was perfect. We wanted to offer a good fast experience with few bugs, and it seems that we have got it. The first day was used to design the basis of the game, the second one to develop a lot of auxiliar system and the core of the experience and the last day was used to add all the final art, animations and sounds.
The timing to complete a full level was very close, but eventually, we got it. The last three hours were very stressful: The “end screen” was done few minutes before the sending time.
Another triumph about I am very satisfied, is that this is the first edition where we have exported the game to Html5. In other editions of Ludum Dare I only could submit the game for Windows / Android, and a lot of people couldn’t play them because they use Mac or Linux. This time there aren’t regrets: You only need a beowser to play to Tentacle Rails!
The difference between first day version and third day one.
– Using Game Maker Studio to export to Html5 gives a lot of problems. The random numbers didnt work well and I coulnd’t use random elements to complete the levels. A lot of mechanics depended of random numbers like the life of mobs, their size, etc. The position of some objects were to be random too, their scale..
– I wanted that the paths of the mine-cart were dynamic to play with a lot of combinations and more well-thought puzzles. But I had problems with collisions and when a lot of curves where allocated very near one to another. Eventually I had to do a lot of long pre-saved paths that would change in a specify position to charge the path depending of each level.
– We had planned to do a minimum of 4 levels and maybe a final boss. But the timing was (again) bad. The mapping of each level with a lot of individual elements was really slow (each rock wall has about 16 pieces + other details). I didn`t had time to program an automatic system to distribute the items, as a consecuence I only had time to map one level and do the paths code.
Here are some design in paper for two more levels that aren’t in the game:
As usual, Taking part in Ludum Dare is one of the best experiences that one can have as a indie developer. I had learned a lot about planning, working as a team and trying to release a polished, fun and challenging game. I think that nowadays, the games are each time easier, and one of the targets was to make a classic-style gameplay, difficult to pass but easy to play.
It’s important to believe in your game, in your work, and we will support Tentacle Rails with a Android version in the future with more levels (using ideas that we didn’t have time to implement). Thanks for playing it!
Tentacle Rails Entry: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=25708
Hello everybody, some hours ago, we could finish our game in time. We are very satisfied of the result this LD, Tentacle Rails is finally live without important bugs or glitches.
The game is hard to complete but easy to control, you only has to worry about kill everything. It’s a funny game perfect for a five minutes session. I will try to write a long post-mortem about the development with some concept-arts and interesting stuff. Tentacle Rails has been developed with Game Maker Studio.
Now is the moment to rest a bit and soon we will begin to test and rate other games. You can try my game in this link, and if you want to post a comment, please link your game to test it too 😉
It’s with a great pleasure that we have released “May I help you?” and we invite you to try it here : http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=25936
Currently we only have a windows version (html5 has too much issues so far). Therefore we had a query: if anyone out there owns a version of Game Maker for mac or linux and is willing to build us a version of the game, it will be very helpful !
As for us, we are going to sleep !
Good night jammers !
Hi everyone !
We are so excited to see all the games being uploaded now. Here is a final WIP update on our own one.
Yesterday night, at 9:18pm, we were facing the very first casualty. The first death of our mate Robert that I was able to catch. RIP man. That meant we finaly had some gameplay ! Quickly we were able to kill everyone in the mansion ! Then we re-coded all the dialogues systems which is the base for trying to change the others characters behavior or kill them so we can play the game.
Slowly today, we had all the core features coming in. Lose/win detection, balancing some stuff here and there, animated sprites, some sounds, updating the look of the map, etc.
Now Maxime is making the menus and Paul is finishing the first version, the one we’ll upload in a couple of hours. Saddly we won’t probably have time to implement more levels (maybe an update post-jam if players are interested?). At least we’ll have a full playable level that we can restart as much as we want
Ahead of us is the final step : exporting and having a stable exe. Let’s see how it goes !
Enjoy the final hours !
EDIT : We are looking for someone with Game Maker Studio for Mac or/and Linux to make a build if possible ! Cheers !
You thought I was quitting? Hah, shame on you!
So close to finishing now! Just got to add a couple more sounds, and a few little things that I keep noticing will be fixed.
- Menu Theme: http://soundcloud.com/tombofry/flesh-hunter-menu-theme
- Gameplay Theme: http://soundcloud.com/tombofry/flesh-hunter-cavern-theme
Hi everyone ! Here is a little update for our second day on the LD29.
Today we have been finishing the characters (some sprites are missing but it’s on the way). Here you can see an update on our character, Tim, which you will be able to kill in our game
We’ve spend some time trying to fix the size of the elements, putting together some of the characters and the environment. We should have done it earlier, but we were all focus on different things.
So we figured out that our characters were too small, that the rooms where wayyy too big and this kind of stuff. Then we resized everything untill we got something we liked.
I have to admit that we don’t have a playable version yet. Paul, our dev, is working hard on implementing the basic actions (kill, NPC objectives) and, I hope, we might play it tonight. But we have so much to fix yet. The first playable version will help us to decide some of the actions like how is the game over, how hard is our test level, how can we balance the number of NPC, etc. So much to do.
Discovering a software (game maker) during a game jam is interesting but not the most productive and fast move we can do. Figuring out how to update elements, how to script on it (how the variables work between rooms, how instanciation works), takes time.
Good luck for the guys finishing today. See you tomorrow !
Hello, this is my third time in Ludum Dare (My second with a Team: Mechanic Moon Studio).
Our idea for the theme is a Rail game that mix Puzzle + Action. We are using Game Maker Studio and we already have some base mechanics: The Corf moves automatically and reacts to curves (we are polishing the effect).
The main concept of the game will be to pass zones shooting to levels and enemies to unblock more roads and the exit of the level. Ah, the title is Tentacle Rails, because there will be traps, like tentacles, slimes and other mobs that want to harm you.
Now, here is some concept art of the main character and a screen of the first map:
Now, its our second day and we have to do a lot of things:
– Designing the rail-change with levels
– The system of shooting and enemies
– Treasures, tnt boxes..
– Add the final sprites with the correct animations
– More levels (if we have time!)