Posts Tagged ‘gamemaker’

Hello ill be doing my first ludum dare!

Thursday, April 20th, 2017 3:30 am

Wasn’t sure if I had to post or should post on the old site but WHATEVER. I’m still learning game maker but I’m confident enough that I could make something interesting on 48 hours. I’m a shit artist but thats okay because its 48hours! Cant waot to see what everyone makes good luck everyone!

Ayup, Cute


I made A lil’ Christmas Update for my game. (4 days late to say this)

Its really cute and gives the game a BIG BUTTLOAD OF NEW FEATURES!!!



OH MY JEE WIZ THATS ALOT OF STUFF!!! With all this content, you’ll be playing for hours! Why not check it out here!




sarcasm is best.. uh.. ism.

Postmortem Time!

Posted by
Friday, December 23rd, 2016 1:40 pm




Here is the (likely incredibly dull) story of how I made my Compo entry, One Room HotelAs a bonus I also did some stuff with the CSS of the post, hopefully that works out when it gets to the front page.

theme announcement

When I heard the theme, I was not happy. I felt like I had no ideas for the theme, and that it was far too limiting.

Then I realized I had voted for it 😛

My brainstorming process is simple: come up with ideas for the given theme, then come up with themes related to the given theme, then brainstorm based on those. I find doing this is very helpful, as it forces you to look at the theme in different ways, rather than mentally getting stuck on a few ideas. I ended up writing down the idea I was going to use in the section headed “One Room at A Time.”

The idea, as written, was very unclear:

Action Hotel Management Rhythm Game

I  worked up the design of my game based on this, and it went through a few iterations.

  • In the first iteration, you controlled a room in a two story hotel, and needed to pick people up as they walked through to bring them to another side. The idea didn’t really make much sense, so I scrapped it.
  • The second idea was not related to the theme very much at all (it was closer to the “One Room at A Time” the original concept was written under.) You needed to place and remove rooms to optimize your hotel. I realized this did not fit the theme, and would not be very fun, and scrapped it.
  • The third iteration was the one I kept, where you need to carry people around in order to get them where they want to go quickly.

The inspiration for the game actually came from Hot Wheels Drive Through Dilemma, a time management flash game I played a long time ago. I was also thinking about the game SimTower, an inspiration which a couple of people seem to have picked up on.

After I had my full idea, it was time to start work.

starting work

One issue that has been common to every Ludum Dare I’ve competed in is a lack of initial confidence in my idea. I always second-guess myself and this compo was no exception.

I especially felt that the sprites I was drawing would not work. I nearly scrapped the idea right there, but my bad experience a year ago with wasting time on a second idea when working on Disphere led me to stick with my original plan.

One Room Hotel Early Development The basic mechanisms in place.  At this point I was still thinking about changing game ideas.

This uncertainty continued throughout the night, and into the next day.

I finished the day with a post showing people entering the hotel.

One Room Hotel With Guests The game started to have some form, but I was still unhappy with it.

the first day

When I woke up to start work the first full day, I saw that this was the most “hearted” post I had ever made, with 17 hearts. This is what finally convinced me that this was the idea to work on. If people were responding this well to such a basic illustration of the mechanics, I must have been on to something.

Getting the people to look good was a struggle, and took the better part of an hour and a half. For a while I was worried that I would need to pursue a different graphical style, but I ended up managing it.

When I finished the amenities, the game really started to come together. It started to fell like a real game, and I felt it was time to share what the gameplay was really like. I came up with a simple backstory for the game, and made a post. In a couple hours, this post had 27 hearts.

One Room Hotel With Three Amenities The most hearted image I have ever posted.

This post is by far the best received progress update I have ever had, and helped motivate me as I began to add more fleshed-out gameplay.

The next major change to the game was the addition of the day-night cycle. I needed a way to make it clear when a round was going to end and to create a feeling of progression during a stage, and this was the perfect way to do so.

Unfortunately, this somehow managed to be the most time consuming process of the entire project. I struggled with calculating how to blend colors, and with the scripts for doing so in GameMaker Studio. I eventually resorted to trial and error for getting the sky’s brightness right, and used an overlay rather than blending the color.

The ordeal was worth it, though, as it made the world feel more alive and gave the game a much better progression. The progression still wasn’t perfect, however, so I started to brainstorm ways around this.

One Room Hotel Timelapse The day night cycle took far too long to implement, but it was worth it.

After the day night cycle, there were still a few issues with the progression of the game. People came and went at any time of day, and rounds had nothing substantial separating them. I fixed this through two changes:

The first was a three part structure to days.

  • In the morning, people enter the hotel, and the player is calm.
  • In the afternoon, the hotel is full and hectic, making the player stressed.
  • At night, people leave the hotel, releasing the stress from the afternoon.

This change in the intensity of the day over time is critical to the feeling of the game. The stress I wanted would have tired the player if it was constant, or even if it was random. Because it happened at a specific time during the day, it created anticipation and gave the player a chance to prepare. This wasn’t perfect, however, as the RNG could throw incredibly difficult situations at the player. This is an issue with all of my games, and it is the main complaint people have with One Room Hotel in particular.

The next feature I added to improve the flow was hotel construction. The time between rounds felt rushed, and I needed another step in order to ease the transition to the next stage.

I thought about what I could add that would fit with the progression of the game, and I realized that adding a screen where you must construct your tower would accomplish three things:

  • Break up the time in between stages
  • Give a sense of progression as the tower grows higher
  • Add a layer (or maybe the illusion of a layer) of strategy

The building screen accomplished all of these things in my mind, and I personally think the blueprint aesthetic during construction looks really cool.

Construction of the One Room Hotel Construction helped the rhythm of the game, helping to better delineate stages.

After construction was finished, I squashed bugs and implemented small features for a while before going to sleep, with a near feature complete game ready for polishing on the second full day.

the second day


At the start of the second day, I had around 20-30 items on my to-do list, which was just a little bit nerve wracking. I legitimately thought I wouldn’t finish, but I pushed through and just started working despite this worry. Worries like that have hurt my performance in previous events, and I was NOT going to let that happen again.

After all of the panicking, I decided that the most important thing to get done was the user interface. I’ve neglected this somewhat in the past and it has hurt the quality of my games. I spent a few hours on the interface, and tried a few different styles before I settled on what I used in game (and in the styling of this post.)

One Room Hotel UI and Reviews I chose a UI matching the color palette of the hotel.

I also worked on the in-game UI, and got that looking good with a color changing satisfaction meter and an icon for your money (score.)

I wish I had taken the time to make a separate icon for satisfaction, but I was forced to focus on others things.

One Room Hotel User Interface The basic in-game interface: the satisfaction meter and score.

Something I added that not many people seem to have noticed is the randomly generated hotel and newspaper names. There are thousands of potential hotel names, each generated from an adjective, a noun, and then a type of establishment (Inn, resort, hotel, ETC.)

  • remote smile resort
  • summer arc retreat
  • summer cliff hotel
  • spring shark resort
  • enchanting gulf retreat
  • winter pond tower
  • regal delight hotel
  • enchanting tornado resort
  • winter mountain resort
  • pleasant delight tower
  • globetrotter mountain resort
  • regal park tower
  • pleasant arc tower

The newspaper names were a little simpler. They also consisted of three parts, but the first was simply a choice between have “The ” or “” at the start of the name. The next part was a noun, and the third was a type of publication.

  • The Remote Week
  • The Silver Herald
  • Hotel Times
  • Fascinating Week
  • Inn Enquirer
  • Terracotta Times
  • Hotel Journal
  • The Pleasant Week
  • Royal Tribune
  • Summer Chronicle
  • Happy Gazette

I love adding details like this to the game, whether or not anyone notices 😛

Since near the beginning I had ideas for the music of the game. I wanted some medium tempo jazz for the menus, and a really fast tune for in-game. I only had time to implement the menu music, unfortunately. I was disappointed at first, but when I changed the music to play in-game I realized it worked pretty well.

The music was originally intended to be for the menus only.

I made the music using Mixcraft 6 (NOT recommended, very buggy) and midi instruments, along with a (musical) keyboard. To come up with the tune I hummed along with the game when I was testing and recorded it. Once I sang something that I liked I just needed to figure out the notes to actually play it.

I would highly recommend this method to anyone who doesn’t typically write music, as it really saves time and does a lot for quality if you don’t know how to write music. It’s a lot easier to improvise melodies when singing then to mess around with a keyboard until something sounds good.

final hours

For me, the final hours of any event are some of the most important. This is where I add a final layer of polish, and elevate the game to the next level of quality. Strangely, what I feel is the most important single change I made on the final day was making the sun better:

One Room Hotel New and Old Sun The old sun is on the left.

The yellow of the sun brings the game’s visual style together, and I think it turned out really well. I don’t know why, but that’s when I really felt like I had made something good. Maybe that’s weird but that’s how I work.


One Room Hotel is the best received game I have ever made. I’m really happy with it, and I’m ecstatic reading people’s reviews.

A few people have called it one of the best games of the event. I never thought I would get to this point in my game development, and I am so happy that people feel this way about my game.

I’m incredibly excited to see how the game places, and I hope to finally break into the top 50 for fun, and maybe even for overall.

post compo plans

I may release a post jam version of the game, fixing some of the issues with it, and it may be coming to Android. I’m not sure at this point, but it is a possibility. I’m more likely to focus on a long-term project I’m going to be working on for FFSJama manic shooter.

Thank you so much for reading!

play now


One Room Hotel

Posted by (twitter: @@manuScythe)
Tuesday, December 13th, 2016 2:28 pm

I made it!
Here’s my game:

You are the cheeky owner of a Hotel with just one room and a bus full of blind clients just broke down in front of your #OneRoomHotel!

Use your left click and right click to build walls to avoid guests from noticing each other!

Guests will keep coming from time to time and for you to keep cashing in! 100€ each. But if one finds another, its game over lady!
How usurer can you get??



(Click on the “Play” sign on the reception table to start playing)

->> Let everyone know how much money you made in the comments below! <<-

note: Made by ManuScythe using GameMaker, Audacity. All code,  graphics, music and sfx were made from scratch. Ye music and sfx is me mumbling  hahaha

Last update to HellBlocks!

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

The last update of hellblocks was just made public!

Thanks everyone!




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!


Dibs: Top Bunk – Submitted!

Posted by (twitter: @kidando)
Sunday, December 11th, 2016 4:44 pm

Runner 2016-12-12 00-10-20-612


Finally. It’s done. Another game finished. I’m to tired to think, but I’m happy.

Please take a look at Dibs on GameJolt. If you like it, please vote. I would like to see and play your game as well.

Link To Game on GameJolt

Link To LD Page

Good luck!

Finally finished :D

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

Got it done ! Vote here :



Dibs: Top Bunk – Done Coding and Graphics, Time for some sound and music.

Posted by (twitter: @kidando)
Sunday, December 11th, 2016 12:31 pm


Finally. Done with the game…. except for sound. Hopefully I can put some catchy beat before my brain shuts down. Thank you Ludumdare. Forcing you to go through a near death experience, just so that you get better at finishing games. :)

Dibs: Top Bunk – Own This Bunk!

Posted by (twitter: @kidando)
Sunday, December 11th, 2016 5:12 am




You play the last born of a family of 4 kids (I didn’t have time) who are at war to claim dibs on the top bunk. To claim a bunk, you must defeat minions then the boss of the bunk.

Just tweaking the gameplay a bit and trying to make sure that the boss battles are a little bit challenging.

This was a fun theme to work with.

Dibs: Top Bunk – Day 2 Start

Posted by (twitter: @kidando)
Saturday, December 10th, 2016 11:53 pm


I’m up and getting started on enemies.

The plan is to keep enemies and gameplay fairly simple. Once the foundation for combat and progression is set, then with the time remaining, I will refine. LD is about staying focused on the concept and trying to keep execution as smooth as possible. I learned the hard way that big isn’t always better. But the plan or “tease” of big can be extremely important.

Anyway, back to the gamedev stuff.

Dibs: Top Bunk

Posted by (twitter: @kidando)
Saturday, December 10th, 2016 2:22 pm


Going for something a bit more ambitious with in this challenge.

The plan was to take the One Room idea and make a One Bedroom thing. Quick survival shooter (No zombies, I promise). Just playing with the idea to see where it will end up.

GameMaker development on Linux?

Posted by (twitter: @csanyk)
Tuesday, November 8th, 2016 11:45 am

I’m taking a poll to see who wants Linux port for the GameMaker Studio 2 IDE. YoYoGames are not currently planning on releasing one (although they had announced a few years ago that they would be). They’re not against supporting GameMaker on Linux, but only if they see interest and demand for it. Voting in the poll will help.  The poll will close later today, so there’s not much time left if you want to participate in it.

The Poll

Forum discussion

Pos Compo Update

Posted by
Monday, August 29th, 2016 3:16 pm

Today just reserved some more hours to make the final minor bug fixes for a nice gameplay ^^ Hope everyone enjoyed the game ~

ChangeLog a1.0.1 (released at 29/08/2016);

-Start game in window mode (F1 to toggle fullscreen once in game)

-Mouse control for block positioning

-Space bar or W to jump

::Bug fixed: not aligned block spawn glitch.

-Music removed (it sounds better without sound, maybe i’ll add some sound effects in tha future)

ChangeLog a1.0.2 (released at 29/08/2016);

-New Music added

-some SoundEffects

-Improved menu.

::minor bugs fixed.

-‘M’ Toggle music

LD36 – Ancient Technologies post mortem

Posted by (twitter: @csanyk)
Sunday, August 28th, 2016 10:05 pm

Ancient Technologies for LD36 by csanyk

I just finished and submitted my game a few minutes ago.

In all this weekend I worked a total of 25 hours on my project.

I came up with the idea for the game in about 10 minutes.

Friday night was a struggle as I tried to produce art assets.  I didn’t like anything I was producing myself, so I resorted to grabbing some useful pixel art from the internet. I hope the original artists don’t mind.  For the record, the background graphic of the living room is mine (paint.NET), the atari 2600 console and joystick were found through google image search, and the TV and game cartridge were done by my girlfriend.  I did some minor modification to all of the images that I brought into the project to make them work as I needed them to.

I went to sleep around 12:30am Saturday morning.

Saturday I didn’t get much done during the day due to other plans that kept me busy until around 8pm.  I did manage to put in about 2 hours in the early afternoon.  Then I got into the zone that evening and hacked for 11.5 hours until the 7:30am Sunday.  I just kept making progress and thinking of more things that I needed to do.  Progress went very smoothly and I didn’t get stuck.

Woke up around 12:30pm Sunday, worked until 4pm, broke for dinner, then came back and finished it from 6pm-10pm.  This was mostly debugging and refinement and putting in the finishing touches.

I threw a few things out along the way.

  1. At first I wanted to make the setup minigame more of a challenge, and more detailed, where you would have to drag the objects where they needed to plug in, and connect them up.  Out of necessity, I simplified things quite a bit, so that simply clicking on a thing connects/disconnects it.  I omitted the RF switch that goes to the back of the TV, and I had also planned to do a volume knob on the TV, and have a channel knob with fake streaming channels for NBC, ABC, CBS, or at least station ID logos, and then you’d need to have the Atari playing on Channel 4 in order to make it work.
  2. I also didn’t get around to implementing the functionality behind the TV Type switch, or the difficulty switches or the Game Select switch on the Atari console.  The switches themselves are flippable; they just don’t do anything yet.  These were just more time than I had for the weekend.  (I know I could work another day until the Jam deadline, but Monday I have work and probably won’t get much done if anything.)
  3. My original choice for the game-within-a-game was Space Invaders. But after a while I realized that it would be simpler to implement Asteroids, so I did that instead.  It plays pretty well, and feels reasonably like the real deal, dropped features aside.  I wanted to make it feel as authentic as possible, so I used Stella and Audacity to rip audio and screen cap the sprites.  I had to rework all the sprites in GameMaker and Paint.NET, but getting the general shapes right was important and screen capping them was the way to go for that.  I also grabbed a sample image of the Atari 2600 NTSC color palette, and made sure that all the colors used in the game matched what the Atari was actually capable of.
  4. Programming the game mechanics so that Asteroids really feels like Asteroids was important to me.  I think I did reasonably well here, and I’m proud of the results.  It’s not emulation-perfect, but you’d have to put the two side by side to see the differences.  Making sure that the game system behaved correctly if you did things like unplug it or remove the cartridge while the game is playing was important to me, and made it all a bit more complicated than I anticipated, but I think I managed to get it right, although it’s possible I missed a bug here or there.  I kept finding bugs with the setup logic but in the end I hopefully got them all.  If you turn the TV off and back on, the game continues playing, but if you hit the reset switch, pull the cartridge, or hit the power switch on the console or pull the plug from the wall, it does what you’d think it would do (ie, kills the game if it’s running and dumps static to the tv, etc.).  It even stops allowing joystick input if you unplug the on-scree joystick.
  5. Inside the game, there’s a few features I didn’t implement:  hyperspace/shields and the UFOs being the two most prominent.  I may get to doing those later.

All told I might be the happiest with this project of any of my #LDJam submissions to date.  I found it very enjoyable to work on the project.


  1. The bugs you think are too dumb for you to make are the hardest ones to find.
  2. One of the biggest challenges when programming something that you know how to do is simply keeping track of the various tasks that you have on your to do list. It’s a huge mental challenge to hold that list in your head and cross things off as you complete them.There’s a lot of tools and techniques for managing this but it’s still a challenge to manage it. The biggest help is writing stuff down. Trello rules for this, but mostly this time it was notepad and memory for me.Plus on top of that you have to mentally walk through your code, following the logic you’ve programmed, and doing the math in your head to make sure you agree with your program’s output and behavior. A good unit test suite can help with this a lot, as can clean design. GameMaker lacks any kind of unit testing, but I’ve adapted to do without for the most part, but it would still be a huge help to have proper testing. To work around I end up writing a little, and run-testing a lot. Logging and screen logging help, but this time I didn’t really need to do either.One of the most pleasant things about an 8-bit program that fills 4k of code is it’s humanly possible to understand it in its entirety, and to run it in your head. I have really enjoyed simulating that experience with my project this weekend.
  3. The thing about programming is, when you get on a roll, you don’t want to stop for anything. And then you die because you neglected to maintain your metabolic processes. If there’s one thing that videogames have taught me, it’s avoid dying.


Play Ancient Technologies

The Factory

Posted by
Sunday, August 28th, 2016 1:08 am



Not relating well with ancient technology,

but we think our quarky box protagonist meandering through this ole’ factory will be fun.

Finally have figured out how to do lighting in game maker.

All of the art done by my brother, Tanner, who’s working with me again for our second Ludum Dare.
Good Luck to you all!

[cache: storing page]