Posts Tagged ‘Game Maker’

Cube Wars is DONE!

Posted by
Sunday, December 13th, 2015 6:46 pm

I had to restart from scratch this morning, but it turned out great, I proudly present:

Cube Wars:

These Ludum Dare Compo’s really increase the productivity, I must say, I’ve never completed a game this fast, ever!

TitleScreen of Cube Wars

Cube Wars

In this game. You play as the Blue Cube, let’s call him Bob for now.
As Bob, you walk around using the Right Mouse Button and shoot with the Left Mouse Button. [Two Button Controls 😉 ]

It is Bob’s task to destroy all Red and Purple Cubes.

There are 6 different level themes, each with their music.

Crates explode and do damage to enemies.

Enemies sometimes drop power-up’s such as a shield, cooldown reduction and armour-piercing bullets.

Get the highest score by surviving as long as possible while eradicating the enemy cubes.

Compare yourself to others in the in-game online highschore table.




Finished – Ian Archer is now live! Please Play and Rate

Posted by (twitter: @kidando)
Sunday, December 13th, 2015 2:28 pm

Runner 2015-12-13 21-59-19-542

Thank goodness!

I’m done. It took a while, the concept was simple, but all is well.

I am dying to try out other games.

Please play and rate this game – Link to game

Good luck to the rest of you guys!


Only two button control huh? Well, let’s see if we can come up with something that’s both noob and pro friendly. Zombies are great targets.

Ian Archer – Two Button Contorls

Posted by (twitter: @kidando)
Sunday, December 13th, 2015 2:55 am


I’m thinking because I hardly have that much time left, a quick and simple game that most gamers would be able to play is the way to go.

Plus, I could always improve on quality and features of the game on later dates.

Let’s do this, I’m pumped!

BTW, anyone else that’s created a persona character type for ludumdare challenges? just curious :) happy game dev

Hi Ian – Late to the party yet again?

Posted by (twitter: @kidando)
Sunday, December 13th, 2015 12:58 am


Ian is back! I can imagine just how busy life can get for everyone participating. But it’s awesome how we still take the time to engage with the people we like being around, doing the things we enjoying doing most. Let’s make some games.

I just started, but I have a small quick idea.

Let’s do this! Ian Archer

The Rats devour everything

Posted by
Saturday, December 12th, 2015 10:03 am

Well on my way on this game.

The idea is, that you’re a rat in a castle. You must avoid all the castle staff, while trying to free your rat friends from various places. The more rats you have in your swarm, the more you’re able to eat. The end goal is to eat the Fat King on his throne.

I have almost all the mechanics working. Now it’s time to make some art, and the rats themselves.


PONY! Post Mortem (with pictures!)

Posted by (twitter: @PixelProphecy)
Monday, August 24th, 2015 4:47 pm

LD Compo 33_2015-08-24_02-25-27You don’t want to read the success stories all the time, right? Sometimes you can learn from something that failed more than from what made it, right? So here it is, the little story of PONY! and how it became what it is. For your reading pleasure I included some pictures of concepts of my journey from hating the theme to missing it by a mile. Enjoy!


I’m in :D

Monday, April 13th, 2015 1:23 pm

My second #LDJAM 😀

My tools:

  • Programming: I can’t decide whether to use Game Maker or LÖVE2d :B
  • Graphics: Photoshop.
  • Audio: FLstudio for music and for sound effects i use BFXR 😉
  • like my dev page: 😉


[mεks] or: The Hungry Games

Posted by
Wednesday, December 17th, 2014 7:18 pm

This is the first game I made completely on my own and my first Ludum Dare!

Definitely learned a lot and can’t wait for the next one. (gonna work on my time management until then…)


Play it here!

Not nearly finished, but submitted

Posted by
Sunday, December 7th, 2014 2:42 pm

First Ludum Dare, not finished, but I didn’t work 24/7 in the game, the little I have worked was good for me to learn particles systems, draw gui and some other thingys. I want to keep working on the prototype to a post-compo version, functional haha.


The ideia was, planet exploded, you have to deliver the survivors in a specific planet, OE-314 , but those survivors consume resources that you extract getting near celestial bodies and pressing “space”(not implemented), flying and shooting lasers would consume energy, that could be recharged going near a star. Some random vessels would appear through the space and you could rescue the crew or don’t, and that would give more population, but bonuses onto speed ou hull repair or something bad, like a infected person who would decimate you population. Pirates would too appear, and, if they are close enough of you ship, you would press “space” to fire (aiming would be automatically) and if they shoot you or you bump into something, you engine controls would switch off.(that’s why aiming would be auto, you already have to keep “repairing” your engine in a battle).


Variables would be : Hull integrity, population, resources and energy.

Random killer asteroids too.


All that before you entire population perish.



GM Studio and the power of interwebs are the tools used.

First time doing LD

Posted by
Saturday, December 6th, 2014 6:30 am

I just started 3 hours ago. Now its only prototype, hope I’ll make it in time.

Good luck everyone 😉

I’m in/My game so far…

Posted by (twitter: @SixtenKastalje)
Saturday, April 26th, 2014 7:21 pm

So i haven’t made an “I’m in” post yet, so yeah… I’M IN!

I have have now worked for a bit over 12 hours on my game. right now it’s just some kind of place blocks/destroy blocks game, but I’ll make it so that you can mine things, and add resources as well.

Tools I use:

– Main program: Game Maker: Studio

– Graphics: Photoshop

– Sounds: sfxr/bfxr

– Nice tile program: GoTile

and perhaps some other stuff too…


So here’s a few screenshots:

LD29 SK16Games screenshot

Just used some online gif converter with watermark :P whatever!

Just used some online gif converter with watermark 😛 whatever!

Synesthesia – Postmortem

Posted by (twitter: @fullmontis)
Tuesday, December 17th, 2013 1:51 pm

Wow. What a weekend. I love Ludum Dare because it helps to learn and do something, but it also stresses you out completely, especially of you are mistake prone like me. In the end, Synesthesia hit the shelfs, so to say, but it wasn’t an easy task, despite the game’s semplicity. Let’s recapitulate what happened in these 72 hours and what I have learned from it.


The Good 😀

Picking an idea I liked

Like last edition, this time I decided to focus not on making a game just for the sake of it but actually focused on an idea that I really enjoyed, even if it looked way harder than other ideas I had. This, counter intuitively, helped me a lot in getting the game done: I was very interested in seeing how my idea would have turned out on screen. If you’ve played Synesthesia, you probably felt it is quite a weird and disorienting game; if that’s the case, I’ve done my job well and I’m happy about it.

The thing I love the most about Ludum Dare is the amount of inspiration you get. For someone who is cronically depressed creatively (like me) it feels like growing back a lost arm. It is amazing. You see so many ideas with so many applications, and you can’t help but get dragged into the vortex of ideas. Then, from the mass a few ideas stand out that you really like and start implementing them.

This is the best mental state to be in when starting to make a game, to me. It doesn’t feel like you choose an idea. It feels like an idea has chosen you as your ambassador, and your job is to show it to the rest of the world as best as you can.

I felt this way with Spark, my last compo game, and Synesthesia. I couldn’t make them justice in just a weekend, but I like them so much that I am willing to work on them even after the compo is over. I’m currently working on a longer and better version of Spark, and I hope to do the same with Synesthesia, since there is so much I’ve left out. They may not be a critical success in the compo but I’m proud of them nonetheless.

Game Maker: Studio

As I said, I’m currently developing a follow up to my game Spark in Game Maker. I was lucky to get a free copy of the standard  edition of the studio about a month back, and thought that making a smallish game with it would have been a great learning experience to test the waters, so to say. Then I decided to use it for the LD too, to see how it performed in a time critical situation.

I have to say, I’m very impressed with it. I was able to get a basic working engine in less than two hours. This is quite outstanding. The interface, compared to other popular development environments like Unity, is extremely intuitive, and it just “flows”. I can’t explain it in words but everything is where I expect it to be; after getting used to it I rarely even checked the help. It is definitely an accomplishment for a developer to be able to pull this off. Also, compared to other D&D environments like Construct 2, I felt it is faster to make it do what you want.

In the end, I’m very happy with choosing Game Maker this time around, and I’m sure I’ll be using it again for other small projets.

(still, it’s not all smiles, see below…)

Knowing the mechanics

As we only have a week end to complete a game for a LD, what a developer should focus on first is the basic mechanics. I had a good grasp of what I wanted from my game and how I wanted it to work, and this helped me immensely in saving time during development. I knew what I should have been focusing on and what I should have scrapped, and this made it possible for me to make Synesthesia in only 15 hours, more of less. Sure, the game itelf hasn’t much going on to show, but it was just impossible for me to make more levels in the time I ws able to squeeze in, so I’m happy that I actually got anything working at all.

Focusing on “accessory” stuff

Okay, this may be controversial. I was actually happy I spent a couple hours on making music and a micro dialogue system to give atmosphere and a setting to the game. The intro dialogue actually works like a sort of tutorial, explaining what the mechanics are in a subtle way, which is a lot metter than a simple wall of text coldly showing the ins and outs of the system. Also, I strongly feel that aesthetics actually should build on mechanics, empowering them, not being completely detached from them.

I know that for some it would have been better to just focus on making more content for the game itself, but I don’t regret my choice. I like games that have a mood to them and I would have been very displeased if I couldn’t give it to the game.

The Bad :(

Reinventing the wheel and not getting priorities right

If you were  paying attention, you may have noticed that I made the game in only 18 hours, and yet it didn’t qualify for the compo (it is a jam entry). Weird, right? Why?

Well, the truth is that I actually made a first version of the game engine in the weekend, but had to scrap it whole about 8 hours before the deadline for the compo. The reason is: I’m stupid. One of my biggest sticking point about rapid development is that I can’t understand when to drop something. I spent almost two days implementing in Game Maker a particular way of displaying strings that allowed for interesting animations, like vibrating characters and such. This was an absolutely superfluous feature, but I didn’t realize this until 36 hours later when I had a messy and buggy string display system that made showing simple text very complicated, without much gain on the visual side. To my defense, this initially was a big part of my mechanic so it had some sense in the beginning, but I must have realized before that it wasn’t fundamental to making the game itself.

So what happened is that I just threw the towel and got the rest of the afternoon off to lower the pressure a bit, since I was fuming like a steam engine. Luckily, I was still motivated, and on Monday I was able to pull together a new engine quickly and arrange some gameplay together. But I’m still sore I committed such a naive mistake, again. This is the third time I’m trying to get into the compo, and every single time I didn’t fail into losing at least one afternoon on something that I wouldn’t include in the final game because I wasn’t able to complete it. Maybe next time my brain will be wired and I’ll be able to complete a game without all this nonsense.

Still, I feel that this time around the tools I used got in the way a bit, even if I shound have expected it (another mistake). And this brings me to the next point.

Game Maker Language

Okay,  now let’s see where  Game Maker  caught me off guard and pissed me off. Ohh, boy this is going to be long. 

Above I praised GM for being an amazing engine for rapid prototyping and intuitive use. But under the fun stuff there is unfortunately a thick stuff of sticky and smelly matter that we should talk about.

What I like about Game Maker is the fact that it gives a scripting language as an alternative to the D&D interface, which is great, since scripting is way faster to develop and allows for more complex implementations that would take a lot of time with pure drag and drop. The smell starts to rise when you actually analyze the scripting language itself. It has the structure of other c-like languages, and this is cool since it is a syntax that I really dig. But if you expect an high level of abstraction like almost all of modern languages allow, well, then you are in for a big disappointment. I (probably naively) expected that, and was disappointed to discover that, even if the game uses some abstractions called “objects”, in fact inside the structure of the code they aren’t, at least not in the OOP sense. You can’t define methods specific to a class. You don’t have first class functions. There is no means for encapsulating data. Inheritance works weirdly. Basically, it’s a purely procedural language masked as an OO one, which leads to a lot of incomprehensions for those like me who are used to the latter.

Of course, this doesn’t limit the amount of stuff you can do, in any way. Far from saying that. But this kind of paradigm today feels antiquated: making it do some stuff feels kinda hacky and making code easy to maintain is hard.  It’s just some general smell that I would prefer to avoid since there is such a huge amount of modern languages that allow for great levels of abstractions, that helps a lot in developing a game.

Another weird thing about GML is scripts: I thought that they were just functions that you call and then return from. It appears this is not the case. For example, at a cenrtain point I had to call a script iside a loop. Inside the script was another loop. This caused the game to crash, for some reason. I was puzzled. It took me more than half an hour to find out that since both loops were using the same index i, the index, when “returned” from a script, had changed. This means that, even though “objects” have local variables, these variables are common to the scripts that you call. This is a very strange behaviour and while I may understand why this is the case (because of the procedural nature of the Game Maker engine), it really bugged me off. It is the kind of small limitation that really makes debugging hell in bigger projects.

This comes probably off the fact that Game Maker has always been marketed as a D&D tool, and the scripting side was seen as more of an afterthought. But I guess this came back to bite their ass when developers turned their head in favor of more “mature” engines. It’s a pity, because as I said before Game Maker is an amazing tool and very intuitive.

So, yeah. GML is not great, and not even mediocre, I would say. But it does its job, and in the end it’s the game that matters and not the language you program it in, but still. The dev inside me cringed when discovering this stuff.


So in the end it was an instructive weekend. They say that you either learn the easy or the hard way. This was more on the sadistic side, but I’m happy nonetheless. I’m actually surprised, since I thought that I had fucked up a lot more stuff, but instead it turned out to be productive, compared to last compos. Maybe (just maybe!) I’m getting the hang of it.

So that’s all. Again, if you want to check out my game Synesthesia and leave a comment, feel free to. Now onto playing a lot of games for the next 3 weeks. See you!

Blog Entry ->

Synesthesia is in the Jam!

Posted by (twitter: @fullmontis)
Monday, December 16th, 2013 7:34 pm


This is great new: I’m done with developing Synesthesia and can finally get some sweet sleep.




As I already said, Synesthesia is about you having access to only one of your senses at one time. This allowed for some interesting puzzles. Unfortunately, the lack of time (I had to made it all in less than 18 hours cause I spent the weekend on an idea that didn’t work out) made so that the puzzles aren’t as satisfying as I wanted and it is super short, but I’m still happy with the result.

Check it out here:

Also check out the I composed here if you are interested:

Almost done!

Posted by (twitter: @fullmontis)
Monday, December 16th, 2013 4:00 pm

So I am actually positive about finishing Synesthesia before the deadline. This is cool, especially since I had to remake it from scratch today after I made a mess this weekend.

Here is a screen of the main menu.synesthesia

For those interested, the game is about having the limitation of accessing only one of your senses at a certain time, i.e. smell, touch and hearing, minus vision. This means that you have to explore the rooms with the smells you feel, the things you touch and the sounds you hear, trying to solve puzzle and reach the exit. Probably the game won’t have a proper ending since the story I had in mind is way more convoluted than I could ever do in half a day, but I’ll see what I can cram into it into these last few hours. 

I feel that this game mechanic is interesting and I’m rather happy of how it turned out. Check it out if you like exploration and weird moods.

Here is some music I made for the game, check it out if you wish:

Finally Finished…

Sunday, December 15th, 2013 9:42 am

Well, this has been great, and I’m finally done!

I’d be lying if I said this hadden’t been a lot of fun, but I think I could of done much, much better — I just got a late start.

My final verdict of my own product is as so: It could of been MUCH, MUCH more…
Music: Average
Graphics: Horrible
Plot: Reasonable
Game-play: Crappy

You can take a look for yourselves, here:

And you can listen to the music here, if you’re interested in that:

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