Posts Tagged ‘GameMaker Studio’

Last update to HellBlocks!

Posted by
Monday, December 12th, 2016 5:31 pm

The last update of hellblocks was just made public!

Thanks everyone!

125089-shot0-1481482947.png-eq-900-500

125089-shot0-1481571402.png-eq-900-500125089-shot1-1481571402.png-eq-900-500

125089-shot3-1481571402.png-eq-900-500

New update on HellBlocks

Posted by
Monday, December 12th, 2016 10:56 am

All of your requests have been fixed! This includes the following :
1) Instadeaths are fixed!
2) Full controller support.
3) Added an indication to the blocks that are about to be destroyed.
4) Fixed gem counter.
5) Changed the pitch of the jump sound that made it sound like a glitch
6) Added gem counter in game.
7) Made more precise collision calculated for the player.
8) More gem drops (yay!)
9) Changed (a bit) the box spawning algorithm.

Thanks for playing!

125089-shot2-1481482947.png-eq-900-500125089-shot1-1481482947.png-eq-900-500

Finally finished :D

Posted by
Sunday, December 11th, 2016 4:39 pm

Got it done ! Vote here : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=125089

125089-shot0-1481482947

125089-shot1-1481482947.png-eq-900-500

Postmortem – Space Dock

Posted by
Thursday, April 21st, 2016 5:38 am

I’ve had such a good time reading other first-timers’ (and veterans’) experiences, I will put nervousness aside and share my own as well :)

Planning:

Ohhh…that is a thing we’re supposed to do, isn’t it?

Yeah, I didn’t actually plan to participate at all.

I’ve been an LD lurker for a little while. The plan for this past weekend was to settle in watching my two favorite GameMaker tutorial makers stream the creation of their games. Was really quite looking forward to it.

Then, while looking over pre-LD footage they had up during their pre-dev sleep breaks, I had an idea. A very small-scope idea that I thus thought I could reasonably do in time. Before I could let anxiety get the better of me, I created an LD account (the name accurately reflecting my feelings ;)) and started work…6 or 7 hours into the thing.

It was completely worth it.

What went right:

Since the idea was so simple, my minimum viable prototype came together very quickly.

I playtested extensively throughout the dev process and afterward as a final check-up. When I used testing shortcuts such as winning the game at level 1, I made sure to do later testing passes once the shortcuts were removed, just to be sure everything still worked. This extra pass caught a drawing bug on level 5’s win state.

I made sure to stand up and walk around and stretch occasionally. I also got up and cooked when I was hungry which, rather than being a distraction, helped me clear my head and re-focus.

It was so much fun making my craptacular explosion animation. I also rather enjoyed designing the stitched-together abomination of a ship which I have lovingly christened Frankenship.

frankenship

I feel a ton more comfortable with GameMaker’s draw functions now, just, a ton.

What went wrong:

I didn’t sleep. While I’m new to game dev, I am not new to programming (though rusty) and this is something which happens a lot when I really get into programming. I avoid caffeine, but even if I go to bed, I just lay there programming/designing in my head, unable to let go of something until it’s solved. I was so amped that I didn’t sleep for a while after finishing, either – and I was exhausted. Should have gone to bed just a few hours after I started, instead I worked on the game for 16-18 hours.

It had working music at one point, made at Otomata. But the game is so short that even with it only starting over on game restart it still got seriously obnoxious during my own playtesting – there were good odds it was going to annoy others, and it seemed extraneous. So I removed it, a decision I am comfortable with for this particular game.

I originally planned to put a little more detail into the station, windows on the rings and simple shading and such. But my art tools were such a pain to use (more on this later) that I chose to leave them simple, only adding a little detail to the center ring to draw attention to the goal. At least they aren’t distracting? ūüėČ

Not entirely happy with the first expansion level for the ship, even if it does form the basis for all the other levels. It just doesn’t seem like a big enough change from the first level, serving as more introduction to the idea that the ship changes than any real increase in challenge.

I struggled with getting some characters such as apostrophes to work in my text, even after making sure I had included them in my font and font ranges. I couldn’t seem to get concatenation to work, and that annoyed me.

OMFG did I really put a grey moon behind my grey station that my mostly grey ship navigates?

What I hope to do better:

Uh, planning, mostly. If I’d known I was going to participate, my artwork probably wouldn’t have all been done in Microsoft Paint and GameMaker’s own Sprite and BG editors. Making the rings was far more obnoxious than it had any right to be. Definitely need to pick up some tools.

Sleep more, hopefully? If I do a larger game which will take more time, this may end up a moot point.

Hopefully next time I’ll make something which isn’t so dependent on Precise Collision detection in GameMaker. Although it was appropriate here, and the game is small, it seriously felt WEIRD for my first game to use that.


I had so much fun guys! Both developing my own game and playing others’. And I’ve been floored by the comments. My thought on making it was “Yes, this is technically a game, I am learning” but so many of you have said you had fun with it and that means a lot.

To any timid or nervous fellow lurkers out there, next time this comes around, dive in! It’s worth it :)

Space Dock can be found here.

Shape Struggle postmortem

Posted by (twitter: @csanyk)
Monday, April 18th, 2016 8:52 am

I started out wanting to make an Asteroids-like game, where your spaceship changes its shape according to its state — elongating when accelerating, turning into a square or some other rugged shape when shields are on, etc. ¬†I quickly built a demo Friday night, but it didn’t feel¬†special to me, so I abandoned the effort and started fresh the next morning.

Partly, I was irritated because I was working on my brand spanking new VERY EXPENSIVE laptop, and discovered that the keyboard has a low rollover (certain key combinations block signals from other keys from being registered) which makes playing games via keyboard really sub-optimal.  Tired, I went to bed wondering what to do about that, and figured the best thing would be to try a game that was designed for play with a gamepad.

I woke up Saturday morning thinking about Robotron 2084, one of my all time favorite games.  I thought about making a twin-stick shooter.  I decided to try it, and incorporate the theme by making the different enemy objects be different geometric shapes, and give each shape a distinctive behavior, and have a hierarchy of shapes, with the higher level shapes shifting into lower level shapes when shot.

For point values, I started out simply by making the 0-shape (Lines) worth 10 pts., then multiplied each previous value by the number of sides of the next shape. ¬†So, Trigons are worth 30 pts., Squares are worth 120 pts., pentagons are worth 600 pts., and hexagons are worth 3600 pts. ¬†I liked the mathematical pattern the points progression created, it’s similar in concept to the Fibonacci sequence, in that it bases it’s value on the previous values in the series. ¬†I have no idea if the point progression matches the relative difficulty of the shapes — probably not.

What I ended up with was more a Geometry Wars clone than I had originally wanted, but I think it plays pretty well with a XBox 360 gamepad. ¬†There’s a few things that I’d like to do with it if i do a post-compo release: ¬†some sparkly eye candy when enemies spawn, animated transitions when a “higher” shape turns into a “lower” shape, better spawning placement, make the early part of the challenge curve a little less gentle, a few additional sound effects.

I’d also like to come up with something more original/innovative, but I’m pretty happy with how the implementation of this went and how it came together.

 

Play Shape Struggle!

My First Ludum Dare!

Posted by (twitter: @@chase_bass)
Saturday, April 16th, 2016 2:58 am

So far this shapeshifting theme has been tricky -but fun!¬† Still, not exactly sure where I’m going with this game, but so far I have shapes that can shift…now what to do w/ them…

this is gonna be a weird one

this is gonna be a weird one

 

 

For this project I will be using:

IDE= Game Maker Studio

Art = Aseprite, Pyxel Edit, GM basic sprite editor

Music = Custom -songs created in game

Sound = SFXR

 

I’m maybe kinda sorta am in?

Posted by (twitter: @YWainczak)
Wednesday, April 13th, 2016 8:35 pm

So here’s the situation, I have work on Friday and Saturday and I am starting my trip to Florida on Sunday… LET’S DO THIS ANYWAYS!

I’ll be burning my sleeping hours and whatever free time I have making a game using:

  • GameMaker: Studio.
  • Aseprite.
  • cgMusic.
  • Bfxr.
  • A laptop I’m borrowing from my brother.

That’s it! Don’t expect a finished game from me, but I’ll try my hardest!

 

Good luck to everyone!

Finished! Swordsman’s life

Posted by (twitter: @hektorprofe)
Monday, December 14th, 2015 8:24 pm

Phew… I managed to create an interesting prototype. Hope you enjoy this simple tap game! ūüėÄ

screen1 screen2

Play it here

I’m in.

Posted by
Sunday, November 29th, 2015 9:37 pm

Heey I’m Andrew Tollett, 18 years old, and this is the first time I’m participating in the game jam. I know a decent amount about alot of different languages as opposed to alot about one. for the competition, I’ll be using game maker studio. I mostly program and do very little art and sound, so that part is going to be a bit of an adventure for me, but I’ sure I’ll have fun regardless! Good luck everyone

What have I done?

Posted by
Sunday, August 23rd, 2015 1:01 pm

Ported Game from GameMaker to Unity

Posted by
Wednesday, April 29th, 2015 10:16 am

whenallyouhaveisaracket-unityscreenshot
Just finished porting my game, which was originally made in GameMaker: Studio Professional, to Unity. I did this mainly so that I can port the game outside Windows, but it’s also so that I can use more realistic physics while learning the new features Unity UI has (including the WebGL player). Still, it was tough porting the game, adding physics and making the game play as close to the original as possible, but now I can reach out to more players.

Note, though, that it might feel slightly different playing the Unity version compared to the original one.

Please check out my game here.

Ambassadors of Ruin

Posted by (twitter: @losttraindude)
Monday, August 25th, 2014 11:22 am

My first Ludum Dare entry ever. I’m so excited that I can’t get to sleep even if I’m completely out of energy!

I spent most of the 48 hours drawing pixels in Hexels and trying to make them move in Game Maker, trying to find a way to connect those two planets I drew on the screen.

Then the little spark arrived and made room for an avalanche of ideas which I had to skim almost entirely. I’m too bad as a programmer to make those ideas actually work in just 48 hours.

Anyway this is it!

Ambassadors of Ruin

Ambassadors of Ruin, Ludum Dare 30, LostTrainDude
Entry page

In a nutshell: a trading game in which you must lead a planet to a new beginning by tradingcreating what your citizens demand.

The game was developed with GameMaker: Studio (Standard Edition). That’s why the build is currently available on Windows only.

All graphics were made with Hexels Pro while the looping music was rendered from a slightly modified version of a very little ChucK script I wrote last month. I’ve tried to describe it in detail here, and as you can see it’s pretty basic (and very spaghetti as well).

I really hope that this is not an issue, since I programmed it a month ago. It’s a really really simple script, which of course is also included in the source for everybody to expand and use.

By the way, I hope you can enjoy this little experiment which lives by miracle thanks to caffeine, poorly managed polyphasic sleep, spaghetti code, good will and, of course, Ludum Dare!

Can’t wait to play all your games and, most of all, can’t wait for the next edition!

Mmap mini maps is now a Ludum Deal

Posted by (twitter: @csanyk)
Thursday, August 21st, 2014 6:11 pm

Hey everyone.  Do you use GameMaker Studio?  Do you need a really good mini map add-on for your 2D game?  One that can simulate a radar or sonar as well as a basic map?

My first Marketplace asset, mmap mini maps, is on sale for Ludum Dare 30 weekend.  Regularly $4.99, now just $1.99.  Sale price is good now through Sunday.

To see what it’s like, I have a live HTML5 demo which shows off some of its power and flexibility.

It’s beautifully coded, fully commented and documented, totally configurable, powerful, and flexible. ¬†Even if you don’t have a use for a mini map in your project, it’s worth buying just to have a look at the source code.

mmap mini maps

Alamagordo: Post-mortem

Posted by (twitter: @csanyk)
Monday, April 28th, 2014 6:04 pm

I almost didn’t submit a game this time around. For some reason, I couldn’t get my creativity going. I thought that Beneath the Surface was such an excellent theme, too, with great potential. When they announced it, I started trying to think of a game that would happen underground, or under water. But all I could think of was the setting, not what you’d do there. My brain was being an enemy to me.

So I stayed up until about 6 AM Saturday morning, and still hadn’t thought of any good ideas. My best idea of the night came to me when the Neil Young song, “The Needle and the Damage Done” popped into my head, and I briefly considered making a game about heroin use and damaging the skin beneath the surface. If I wanted to do that right, I needed to make a chiptune cover of the song, and I still can’t do music properly. One day…

So, I put that idea aside, and then nothing else came to me. I slept in until around 11:30, and spent most of the afternoon sitting around, waiting for inspiration to hit me, but nothing happened. I dicked around on the internet, reading stuff, and started reading all these articles about the New Mexico landfill dig, where they were trying to determine if the legends of massive amounts of unsold Atari merchandise being buried in the desert were really true. Turns out, they were true! I found the story fascinating, because why would people still care¬† that¬†much that they’d dig around in a land fill trying to find that stuff. It’s not as though E.T. was a rare and valuable game. To me, the story wasn’t fascinating, it was people’s fascination with the story that was fascinating. ¬†It seemed to be getting a lot of coverage in the media.

I still didn’t have any ideas for what would be a good game, and by around 5 or 6, I had given up and resigned myself to not producing anything this time around, and felt pretty down about my failure to come up with any good ideas. I had a relaxing Saturday evening, went to bed, had a pretty normal Sunday, and then, around 7pm it occurred to me that the land fill dig was happening beneath the surface of New Mexico. ¬†Beneath the surface…

Beneath the surface…
Beneath the surface…
Beneath the surface…
neath the surface…
the surface…
surface…
urface…
face…

And I got this visual in my head of the pits in the E.T. video game, and connected that to the landfill, and immediately realized that there was a potential game in there. ¬†Digging in the Alamagordo, New Mexico landfill, in a pit from the E.T. video game, searching for the secret stash of E.T. videogames. I knew exactly what I wanted it to be, not really a challenging game, just an idle time waster that paid homage to the legend and the events of the weekend. I had less than 2 hours before Compo deadline, and knew I’d never make it, but this would need to be a Jam entry anyway, as I wanted to use graphics and audio sampled from the E.T. video game.

Unfortunately I was already on my way to spend the evening with friends, and I didn’t get home until close to 11pm. ¬†By 11:30, I had just gotten started, and I worked through the night until 6:30am, and which I had most of the level laid out and working. ¬†Movement and collisions were very buggy, but the game was basically playable by this point.

I took a power nap, worked Monday, and then cranked out bugfixes until I got everything working right.  All told, the game took about 10 hours to build.

I used that time rather well, struggling only a little bit with the bug fixes, and all I really needed to fix those bugs was to step away from the project and return to it fresh — once I did that, it was fairly easy to redesign the code that handled movement and fix the problems I’d been having in the wee hours of the morning earlier in the day. ¬†Throughout the project there was very little re-work, almost nothing thrown away, and everything that I built was done in such a way that it doesn’t feel like a mess. ¬†The project code is actually pretty decent. Almost every LD48 that I’ve done so far, I’ve struggled with some stupid error in a feature that should be very basic and easy to do, and ends up sucking a lot of my time away from the project, but this time, I worked effectively from start to end. ¬†Only, I had just about 10 hours of work put into the project over the entire weekend.

The game itself, well there’s nothing much to it, but it does feel somewhat like one of those terrible shovelware titles that caused the Great Crash of ’83.

So, there it is, an homage to terrible games. ¬†Since that’s what it is, it somewhat excuses it from itself being a fairly terrible game. ¬†At least the programming is fairly decent, …beneath the surface.

Well, play it and see what you think.

Alamogordo

Better late than never

Posted by (twitter: @csanyk)
Monday, April 28th, 2014 4:37 am

I didn’t have any good ideas happening this weekend, and had resigned myself to bowing out of LD29, but around 7pm Sunday inspiration struck, and I decided to make a game about the New Mexico landfill where the E.T. cartridges were buried, and unearthed this weekend.

My game was made in a little over 6 hours.

Alamogordo

I’ll do a proper post-mortem after I’ve had a chance to catch up on sleep.

There’s still a lot of movement/collision bugs in it, and I hope to have a lot of them squashed by the Jam deadline tonight. ¬†But there’s a playable version of it up right now.

Very, very early prototype is all I got

Posted by (twitter: @TeamKutullu)
Sunday, January 12th, 2014 2:29 pm

Hey there,
sadly we won’t be able to finish the game in time for the MiniLD. Real life got in the way big time. This is how far I got on the programming side. Nora hasn’t been able to do any graphics due to illness, so you have to live with my glorious programmer art.
This is a really, really early prototype, just implemented a simple screenshake and some shooting. Also I show off the manipulation of the rate of fire of the weapon.

http://www.youtube.com/watch?v=1iEIXHmyT3g

All is not wasted, though. We plan to develop this further and hopefully create a nice #1GAM entry out of it. :)

Cheers and good luck to the rest of you,
Marcus

[cache: storing page]