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Found 215 results

  1. The Rundown Been working hard lately on the next big patch for Uagi and I wanted to run some things by everyone. This is not really a patch post but an announcement to discuss the plans for Uagi in the next few months, a road map some would call it. My current goal is to release Uagi into Steam Full Access November 30th, this may still change but I am pretty set on this goal. Very excited. The next big patch will be released either mid or end October depending on how things go. I also plan to do a second patch a couple weeks before full release, this will include the final end game content and should be rolling in mid November. Uagi-Saba has now officially been in development 894 Days (2.4) years. Uagi On Steam UG Live For those who don't know I stream development of Uagi daily on Twitch. Stop by sometime to see the inner workings of Uagi, don't be afraid to say hello! https://www.twitch.tv/undergroundies Upcoming Patch Content I really want to take my time with this one so I can squeeze in a lot of new content. The next patch will be an optional update for the player and will include the following. New And Improved Body Part Color System Previously Mystics had three color genes that determined their overall skin pigment (covering the whole body). Now with the use of a helpful extension I am able to color individual body parts! This is something I have wanted since the start of development. Now each body part has it's own three unique color genes that determine its color. This makes for some pretty amazing color combinations and every player is guaranteed to have a completely unique mystic. New Room Biomes I will be introducing new room biomes with the next patch. Chiseled stones and vines make up this lovely new set of rooms. These will have their own unique set of object spawns. Balance Of Resource Management And Creature Care Resource management has started to become a bit more important than creature breeding in terms of balance. Uagi-Saba is a creature breeding game and I want it to feel more that way. some have said there is too much running around/busy work and that leaves less time for breeding and other things. I completely agree and I'm working on making changes to help with this. Though I still want there to be a challenge I don't want it too hard to hatch a few mystics and have a good time without stressing about resources and timers too much. New Mystic Skill System The player will be able to teach each of their mystics one of three skills depending on if mystics have the required stats. The skills are "Smash", "Repair" and "Decipher" and all will be needed to proceed to end game. Though the next patch will not have the game ending the player will still be able to teach and use skills. Other Notable Changes -Improved and expanded tutorial. -New Mystic body parts. -Balance changes to resources and other game mechanics. -More lore, computer logs and more to read. -A variety of new cave plants will be added in the next patch, more life and movement to sanctuary. 1.0.3.3. Patch List Below -Re-arranged the main player HUD a tad. -Fixed bug crash involving the new furnace buttons. -Removed old temp system. -Furnaces now only have one temperature stage. -Removed Kelvin from the HUD. -The change in temperature per cycle is now displayed on the HUD. -Added three new back pieces to the gene pool, two from the beast family and one from the material family. -Two of the three new back pieces are only available through breeding with wild mystics, I have made more of the back pieces now available to default mystics. -Added new buttons to the build menu. Button on far left now opens skills when pressed. -Pressing "Q" now opens and closes skills. -Though I have added new skill buttons they have all been turned off until next patch, come next patch they will all be usable. -Fixed problem where eggs created through breeding would sometimes destroy egg pedestals.
  2. Hey there! I'm new to being a game dev. My main skill sets are in art, writing, and design (gonna drop a link to the portfolio I use to sell at conventions): http://brakinja.blogspot.com/2018/02/piece-examples.html So, my game was picked up by my university club 6 months ago, and me and a VERY small team have been trying to a demo happen. The problem? It's 1) a club project, so it's not at the top of people's to-do lists, and 2) I'm not a programmer, so even if I WANTED to get stuff done with it (and I do want to get stuff done), I can't. I'm needing to rely on other people to make my game for me, and I think I'm starting to get a little over it (not knocking their effort, mind you). The main problem, is, again: I'm not a programmer. At all. I have no experience, and though I'm making progress in learning, I'm pretty far away form the skill of others that I work with. I'm a man on a mission to get skilled enough to work on his own darn game. The game will involve visual novel-esque dialogue, choice branches, a cutscene system reminicent of games like Gravity Rush and The World Ends with You, and of course, a tactical RPG combat system much like Final Fantasy Tactics and Fire Emblem. I've always been bad at Unity (not a programmer), and while Game Maker has been giving me better luck (I can actually make something move in Game Maker), I'm worried it can't do what I need it to do. God don't get me started on making an isometric map. So here we are. How should I approach learning how to do this so I can help my future team (I know this won't be a solo project), what tools are out there I should consider, and what engine can help me make this game happen?
  3. Hi, I am new in the app and gaming business and I am looking for people with any level of experience to help me make my vision come to life. I am a freshman in college and I am just beginning in the world of technology. I am attending for Computer science and I dabble in game design. I have a great app game design that I believe is idea is going to work and become very popular, all I need is some help. After the app is made, if it is a hit, I will try to monetize it and I will split the profits among however many people are on my team and want to help. I will share the idea with my team after I have created it. I am looking for trustworthy people who want to help and want to learn. I think I have a special idea and I think it will work. I would prefer to share the idea and show you my vision via a video chat service and I would like to work and continue from their. If you like the idea and think it will work, then I hope you join the team. If you think otherwise, I will not be offended and we can go our own separate ways. I really hope you want to be a part of my team, we could make something crazy happen.
  4. Hey All, Just wanted to share a juicy update of what I am currently working on. 1 of the new game modes for 1.6 is called “Roll and Throw”. In this game mode you play the game with Chemo Balloons as your weapon in place of the Bat. Still a WIP but wanted to show you what it will be like. I’m very excited and this will change how you play. Let me know your thoughts. View the full article
  5. Just submitted a quick update to the AppStore. This makes the game compatible with iPhone X, XS, and XS Max. It will now use the whole screen. View the full article
  6. Will be submitted to apple today. Here are the notes: HUGE UPDATE: New Additions: Added GameCenter Compatibility!! Achievements have been added 13 achievements worth 725 points more to be added in following updates with new content Leaderboards have been added With the addition of Leaderboards all players stats of Max Number of Endless rooms reached has been reset to 0. First leaderboard is to see who can clear the most rooms in endless mode. Play against your friends and the world. There will be more leaderboards added in the future for new game modes. Can also Challenge friends To access Achievements and Leaderboards click on the Icon in the options menu Completely Overhauled the SOSopedia New Background Re-wrote some text for better clarity Added a TIPS & HINTS screen to the SOSopedia!! tips on playing straight from the developer. This will help you progress in the game. Created 2 new menu screens and Chapter 2 un-lockable to play anytime! Story Mode Now when you beat chapter 1 chapter 2 will be unlocked. You can select Chapter 2 and play that chapter without having to play through chapter 1 again. This will only unlock after beating chapter 1 post update. Beating chapter 2 now will unlock Chapter 3 when it’s released! Game Modes Endless mode is now located under here More Game Modes will be added next update!! if you have unlocked endless mode by beating game or paying 100 coins then all other game modes will be unlocked when released! These upcoming game modes will change the way you play the game! New Player Animation when you find a Special Item! Gameplay: Further balancing done on difficulty of beginning part of the game lowered the HP of NoGen, Patho, and Viral. Increased the chance of getting coins, half hearts and full hearts to drop from Germs when destroyed Boxes and Grass no longer drop hearts only coins and firecrackers. Lowered the speed of the fireballs from the Washing Machine, Firefly, and Chronic this will help you time you dodging skills and give a greater chance to get out of the way Adjusted the collision mask on the holes, so if you don’t accidentally fall in if walking to close. Radiation Power up now works on Chapter 1 boss and Chapter 2 boss, making this rare item even more powerful! Bug Fixes: Fixed info text for Heart Increase and Stamina Increase to reflect the new price changes Lighting effects were not being turned off in Endless mode if it was disabled in options, this is now fixed Fixed a bug where Endless mode was adding rooms to the max number of rooms cleared if you got game over and played endless mode again, this was fixed and all players have been reset to 0 for leaderboards. Re centered locked text for endless mode and added text Re centered text on no save file found for continue game visual improvements and optimizations made Next Update will Introduce New Gameplay Modes and hopefully iCloud backup!! View the full article
  7. Piece of things to come. Will bring a competitive aspect to the game. View the full article
  8. Hey All, The update has been submitted to Apple! Here is the changelog of all the changes. It turned out to be a pretty big update. Next update will focus on integrating GameCenter, Leaderboards for Endless Runs, Cloud backup, and Achievements!! Game is Completely and Fully MFI Compatible! Play the entire game without ever having to touch the screen with an MFI controller connected. Now when you connect an MFI controller the onscreen buttons no longer show No more blocking the view with your thumbs and buttons if you disconnect the controller while playing the buttons will re-appear Precise controls Can now control Title Screen, Store (Pharmacy), Option Menu’s, and Pause/Inventory Screen with the controller! All interactive objects like diary pages, signs, and medical supplies are controller compatible! Updated the Controller+ How To screen with updated description for the new controls Improvements Made: Adjusted the IAP it will now award 100 coins (from 50) every purchase Added new Shop (Pharmacy) Upgrade you can now unlock Endless mode using 100 coins Permanent unlock you can still unlock endless mode by completing the game, but now for those who wish to unlock it with coins can do so. REQUESTED CHANGE: Made some balance/difficulty changes Now the game starts off easy and progressively gets harder Each Germ type will slowly be introduced so you can learn their attack behavior HP of each Germ is lowered in their easy variant The chance for coins to drop has increased greatly in the easy rooms!! this way you can quickly earn some coins to get some upgrades that will make the harder parts of the game easier Hearts and half hearts have a greater chance of dropping during the easy rooms remember if you don’t need the heart come back for it later!! View the full article
  9. Hey All, This update was mostly focused on the MFI Controller. The game was playable using the controller at launch but was limited to just controlling the main character. Now the game is FULLY compatible with the controller. You can play the whole game, control menus, buy items, etc WITHOUT EVER touching the screen. Very exciting! Also the IAP now gives you 100 coins instead of 50. DOUBLE THE COINS!!! There is also now an option to unlock Endless Mode with 100 Coins! Or you can do it for free by beating the game. Last thing is difficulty balancing. I was getting reports the game was too hard and people could not get past the first room. So now the difficulty starts of easy and slowly gets harder. This will allow people to learn the mechanics, enemies, and how to play while earning coins and they feel like they are progressing. This update will be submitted to Apple tomorrow so you should hopefully have it for the weekend. Thanks All, Here is a video: View the full article
  10. Hello All, It is with an extremely heavy and painful heart to tell you that my precious Sarah has passed away peacefully on Saturday, September 1st. The game is now in memory of her. More details can be found on the main blog @ https://sos-cc.org The update, 1.2, was submitted to Apple today. Here is the change log: Updated the following screens in how to play section: Inventory, Inventory +, Interface, medical supplies, and Controls Updated the following screens in SOSopedia Boss, Hazards, Items, and Enemies All How To menu screens are now pop up windows instead of whole screen allows for better quality and a cleaner interface tap window to close when done Created Video (Graphic) Options to turn on/off graphics able to turn off advanced lighting this is a big performance boost to old iPhones and iPads if turned off able to turn on VSync this can help potential screen tearing. Only advised to turn this on for new iPhones and iPads as it takes lots of resources this is OFF by default able to turn off particles this will provide a performance boost to older devices when turned off fixed a bug where if you quit game it counted it as 2 played games in the stats menu now quitting a game does not count as a played game played game only counts if you get victory or game over adjusted hit animation when attacking germs to be larger in size so it stands out and has more impact adjusted shine animation when picking up items to be larger so it has more impact Fixed the text on the medical cabinet not overlapped with proceeded category Heart increase purchase text changed adjusted the text drawn to the screen decreased starting prices of ImmunoTherapy and Heart Increase in the medical cabinet ImmunoTherapy starting price is now 10 coins Increase Hearts starting prices is now 5 coins Reduced the cost of 2nd and 3rd permanent upgrade for Heart and Stamina Increase in the pharmacy 2nd upgrade now cost 50 coins and 3rd upgrade cost 100 coins updated splash screen Fixed a bug on the continue game option where it would still play title track and not appropriate chapter song Fixed a bug where if you un-paused the game with the quit dialog box open it would still be on the screen, this now no longer happens View the full article
  11. Update is now live!! Here are the changes: Optimizations and bug fixes now works on iPad mini 1st Gen, should also work on as low as an iPhone 6 further optimization will be done moving forward but it’s at least playable on older devices now also it now runs even better on newer devices! Added a Dialog Box to ask you if you are sure you want to quit game when selected from pause screen Fixed Endless mode not staying unlocked after you completed the game if you had beaten the game already endless mode will be unlocked after you update Fixed an issue with MFI controller that would give a fatal error if you tried pausing the game on Menu Screen, Transition Screens, and Game Over screens Fixed a bug where enemies were not being re-spawned from an already visited room from previous game Fixed a bug where the Item Icons would not appear on the onscreen buttons on a new game following a game over. Next Update will be further Optimizations for older devices. Will be including a graphics option screen to turn off advanced graphics for increased performance. Also plan on doing more updates with the MFI controller to give menu controls. Thanks to for downloading and playing and providing feedback. View the full article
  12. Hi all, For starters, I'm a beginner-intermediate game programmer that has made small games in both Unity and Game Maker, as well as plenty of unfinished larger-scope projects. I have a game concept that I want to start prototyping, but I'm having a bit of difficulty choosing an engine that would best suit my needs. The game is an "AI companion"-based action platformer, the scope of which is Shovel Knight at its most ambitious and Mario Bros. (the arcade game) at its most tame (a demo, basically). The two game engines I'm looking at are Unity and Game Maker Studio 2, although I'm more than open to any other 2D-capable game engines that have a development environment as advanced as those, especially one that uses C++ (UE4 Paper2D is another consideration). My initial thoughts are that, with GMS2, I would be able to get something workable out super quick (relatively speaking) and I feel that it has a better workflow for 2D than Unity. However, I've found that creating larger projects in GMS2 starts to get out of hand pretty fast, and the Game Maker Language isn't very robust, nor is it translatable towards other engines or languages. So for a large-scale construction of the game, I'd probably prefer Unity. Also, I'd imagine Unity has more tools for implementing AI, which this game would rely on heavily. Those are some of my thoughts. I would greatly appreciate any input anybody else may have on this topic! If you want something more specific to reply to, here are some more focused questions I have: Is GMS2 unsuitable for large-scale games (say, Shovel Knight, or maybe even bigger) or do I just need to learn project organization? Does Unity provide better tools for implementing AI in a platformer (if any) than GMS2 or is that mostly on me as the programmer? Are there any 2D C++ Game Engines with development environments similar to Unity and GMS2? If your answer to (3) is UE4, how does Paper 2D compare to Unity and GMS2? Thanks for your help!
  13. cfrankb

    sample0001.png

    From the album: LGCK Builder

    © Francois Blanchette

  14. cfrankb

    7.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  15. cfrankb

    6.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  16. cfrankb

    5.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  17. cfrankb

    3.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  18. cfrankb

    2.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  19. cfrankb

    4.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  20. cfrankb

    0001.png

    From the album: LGCK Builder

    © Francois Blanchette

  21. cfrankb

    1.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  22. Undergroundies

    New Egg Skins

    From the album: Uagi-Saba Screenshots

    New Egg Skins
  23. Hey All, We now just finished week 20 of development. It’s amazing to actually see how much we have accomplished in 5 months, and to see what was in my head actually playable and alive. We are down to the last final weeks. I would like to have everything done in the next 2 weeks and by week 22 have the release build sent to Apple for approval. If everything goes as planned we will release the game on September 18th. With the first game content update arriving shortly after that. Wife is still in the hospital but she is on the road to recovery. Thank you to everyone for your thoughts and prayers, it has been a tough 16 days. Here is the Week 20 Change log: Completely re-hauled the options menu re organized, cleaned up, and changed some screenshots and text on the how to play category added an SOSopedia description of enemies, boss, items, and hazards all the enemies and bosses now have names! also the home of the games credits (these are not complete yet, just an empty screen right now) added audio section you can now turn off music and or SFX your own music can play in the background if you turn all audio off (both music and SFX) Added more sounds we almost have the sounds complete only need about 5 more SFX. Luis is wrapping up on that now. further testing on chapter 2 levels, making necessary tweaks and bug fixes as they are found. The entire randomization engine has been updated for Chapter 2. testing just needs to be done. fixed the loot drop % from grass, was too high. created pharmacy shop menu (Store) you can permanently increase heart by 1 (can be purchased twice, second time more expensive) you can permanently increase stamina by 1 (can be purchased twice, second time more expensive) upgrade the medical cabinet in game store to version 2.0. This lowers all prices by 1/2. start every run with 1 firecracker in inventory Only thing to add is the 1 and only IAP. This will be some in game currency for $1.99. Talking with DanaFarber on donating some of the IAP profits to them. Created Official Game Icon Added Game Stats to Game Over Screen (I am really excited about this, I like stats) shows how long your run was how many germs defeated that run how many germs defeated total and total amount of games played Created a new player sprite for item found will implement this animation shortly. Updated, Polished, and Completed all the secret rooms for Chapter 1. Created Boss 1 defeat animation and reward. Also transition to Chapter 2 complete Created sprite and object for fence piece in chapter 2 that leads to secret room updated pause/inventory screen with a visual for how to select items Next 2 weeks will def be busy trying to get the rest done, but in reality there really is not much more to do for the initial release. Thanks, Here is a video showing off the new layout in options. Showing the SOSopedia screens and the Pharmacy, store for permanent upgrades. Second video here is showing off the updated pause/inventory screen, final prices on medical cabinet before store 2.0 upgrade, and the game over screen with stats. I have a lot of hearts for debugging and testing purposes. View the full article
  24. Nexusrex

    It's back?

    Hello there guys! Hope it's all chill around. Been a while since I posted so I decided to give it a shot once again. Where is NinjaCube?! Well, it's not really a long story but anyway. After working on the underwater stage mentioned up above for a while I got to pause because I started feeling a bit of inability to continue on it and eventually started working on another level which takes place in a bit of a forest/cave area. Managed to make the first part of it and posted a GIF over twitter. Aaand then, my laptop got broken for almost two weeks. Had a bit of a 'I give up' stuff, but fortunately managed to get better gradually and had a few ideas and that sort of stuff. Finally back at the 20th with my laptop fixed and data alright, also did a backup ;P Uh, now what? After a bit of work on that level I started losing interest as well (And a lot of procrastination came in. Darn!). So I decided to go back to the underwater level, with new ideas and inspirations in mind as well as having the backgrounds with the boss ready, it would be a bit easier to start working. And here are some prototype, quite basic and normal enemies. I also am planning to go to some sort of gamedev con/gamedev gathering over here and show some of the progress, so wish me luck guys! ^^
  25. Hello, i know this is the most random thing, but i need help, i am trying to make an idle game myself and publish it, but i am learning code by myself, and i am really lost, i got stuck with a null reference exception error when i was refering to variables and functions from another script and i have been stuck for hours the references work in start and update methods but not in the method i am trying to make for my buy button, i tried alot and alot, i think i spent over 7 hours trying to figure it out and whenever i asked anyone on any forrum who could help they refused and one said and i quote '' this is the simplest error you may as well leave game development'' and i really dont want to i am working against my circumstances and studying against what my parents want me to study( i am 17) i thought maybe you could relate and help, if you can help me please message me and ill send the code so you can maybe take a look at it, thank you.
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