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Found 231 results

  1. Dialogue systems suck. I hate them. I have been working on one for a project and it is just so frustrating! I finally got it just barely working, but it's the most hacked together bullshit dialogue system possible and I don't even really understand how it works. I'm just glad I can forget about it for a while, and work on the rest of the game.
  2. Howdy! I've been making a tower defense game in Game Maker Studio, -- still got some programming updates to do. I have been using Kenney assets to serve as placeholders kinda thing as I am not really one that is skilled with the arts and crafts stuff. I am looking to see if anyone would be interested in joining in the creation of this game. https://gamejolt.com/games/3ndl3zz-basedefense/325756 this is like a 'beta' of it. A setback for me right now is to be able to make a new type of tower.. I'd need an image that works that way. I know the code, could you draw the image? I don't really know what to write in these things but yeah if anyone is interested do get in touch!
  3. Hi, At the moment I want to create a team to make a new top down shooter game for Windows and Mobile. Our store page https://play.google.com/store/apps/dev?id=8448896228303860944 I need gamemaker programmers and 2D artists, You can send your cv / works on; contact@massoftgames.com And you can add me on Discord; RuLing62 Thank you, and see you later!
  4. Snow Ash Land A 2D multiplayer top down shooter Social - MMoRpg - Pvp - Craft - Build Hello everyone, this is my first post here, I'm happy to present you today my video games "snow ash land " , I worked hard for more than 3 years to get there, but today in the mass of games, it's difficult to get out of the mass, so I would have liked to find a nice person to join our discord and community. The game is already very advanced and will be finished within 6 months maximum ,it is already on steam ,in demo and early access ,we all appreciate constructive feedback ,and hope tohave attracted your curiosity Snow Ash Land is a multiplayer post-apocalyptic top-down shooter game with rpg mechanics and survival in a semi-open world. It simulates a reborn society in a post-apocalyptic world. Guided by factions with very different ideologies, the player can choose to help rebuild civilization or destroy humanity. There's a lot of interractions between players in multiplayer mode : Guilds, pvp territory wars, resources and information exchanges, language, politics, economy, building... STEAM :https://store.steampowered.com/app/977670/Snow_Ash_Land/ DISCORD : https://discord.gg/3j6e33kWebsite: https://snowashland.webnode.fr/
  5. Looking for a game project to be apart of, looking to be apart of a team and get some experience and also have some fun 😃 I've been game coding as a hobby for some time now I'm more used to Gamemaker or c++ type of language. DM me in twitter @nownzcsgo
  6. Hello. I continue the tradition of asking for your opinion on this forum when I launched my third game. My second game, which I first launched on this forum, Red Ball Evolved, has been greatly modified as a result of your advice and now has almost 300,000 downloads. The game loaded on Google Play is called "Inside The Maze" and is a puzzle game. To reach the end of each level, you must use the objects around you and avoid the dangers that appear in your path. As before, accept your advice and opinions, both positive and negative, on the principle that praise encourages and criticism is constructive I'm sure there are mistakes that have escaped me. The game can be downloaded here. You can support me with a short review or stars on the game page. Thank you!
  7. SOS-CC

    Mobile Quick update

    Hey All, Things came to a much slower pace and I apologize, but there are very good reasons. I have just started a new job so it’s taken a lot of my time with training, traveling, etc. On top of that I’m still getting used to being a single parent. Much easier when you have a spouse. Then on top of all that the holidays are here. So I can definitely say that the update will not be here this year. I literally tonight just finished all of the art work (except for the main boss). Now I still have to plan, code, implement, test, test, and test. There is still a lot of work left. This will be the 2.0 update. It will finish the story, add a new game mode (with new leaderboard), add new power ups, and new options for first time players to unlock content. Then I will port the game to Android and Steam. Outside of that I do not plan on any more updates, other than crucial bug fixes. This will complete the game and fulfill my vision (actually beyond that with all the game modes I added along the way) and keep my promise to Sarah. So when do I expect this to arrive? I am thinking early March for the 2.0 iOS update and then May for the ports. I will work to get it done sooner. Thank you for the support, following, and your interest. This was a fun project and WAY more work than I originally thought lol. Take care. View the full article
  8. Hello Villagers! There’s no way to actually prove this, but I’m pretty sure more people have played fishing mini-games than have actually gone fishing. You can fish in Zelda, in Nier, in Red Dead Redemption 2, in Pokemon, in Deadly Premonition, in Torchlight, in Yakuza. You can hardly walk into a Gamestop without tripping over a pile of rods and tackle boxes. And of course fishing is especially prominent in life sim games like Animal Crossing, Harvest Moon, and Stardew Valley. Village Monsters is no different – fishing was one of the first hobbies I added to the game. There’s a lot to draw inspiration from, and if it seems the tone of this post is overly negative it isn’t because I don’t like fishing mini-games… it’s because of how intimidating they are! With so many different standards and expectations there are almost too many options, and this left me feeling paralyzed when designing the system for my game. The good news is I’ve finally settled on a system, and I’m super excited to talk about it. But first let’s talk about how bad of a designer I am. Failed Prototypes I prototype every feature – often before I even analyze or document it – and fishing was no different. In a lot of ways prototypes are ‘meant’ to fail (seeing what doesn’t work is more valuable sometimes than seeing what does), but my fishing prototypes took the word ‘failure’ to a whole new level. My very first prototype was similar to what you find in Breath of Fire. You’d be presented with a side view of the body of water you’re fishing in and your goal was to guide your hook to a fish and reel it back to shore. 1st Prototype, 2017 It was… fine. It was certainly unique compared to my contemporaries, but the more I played with it the more I realized this wasn’t necessarily a good thing. It was equal parts clunky and boring, and I scrapped it shortly before the Kickstarter. The prototypes that followed were all over the place. I experimented with “fish HP” and “rod HP”, I put in timed button challenges, I tried out things like line strength and fish stamina and generated all sorts of random numbers. Another fishing prototype I wanted to capture the full cycle of fishing – the relaxation of waiting, the excitement of hooking, the struggle of reeling in a big one – but nothing I tried was working. You might even say I was floundering… heh… heh… ugh. Then one day inspiration struck. Perhaps it was Poseidon himself that whispered in my ear, or perhaps it was that 4th Monster energy I just drank. Whatever the case was, the outline of fishing should look like revealed itself before me anchored by three words… Dash, Mash & Clash Fishing in Village Monsters can be broken up into three distinct phases which I lovingly call Dash, Mash, and Clash. After casting your line in a body of water the music dims and you can let your mind wander as the outside world fades into the periphery – that is, until a fish bites. That’s the Dash, referring to how you must quickly hook the fish before it gets away. After hooking the fish it’s time to Mash, which is exactly what it sounds like. Your job is to reel in the fish as fast as possible. There’s no subtlety required, so mash that reel button as hard as you can. A little fishing meter tracks your progress. Of course, most fish won’t be too pleased about the hook in their mouth and they’ll often try to fight back. This leads to our next stage, Clash, which finds you being challenged with a series of button prompts as the fish attempts to get away. If you miss a prompt then you’ll start losing the progress you made reeling the fish in. Miss too many and the slippery fish will make their escape.. However! If you manage to get a “Perfect” during this stage then the fish’s defenses are shattered which makes it much easier to reel in. This gives the clash stage a high risk / high reward component and acts as a test of skill compared to the previous test of stamina. These two stages cycle back and forth until the fish is caught or gets away. How often they cycle and for how long depends on the fish. Easier or smaller fish need less reeling in while legendary fish require several clashes before they submit. And there you have it! Fishing is finalized in forthcoming folly, Fillage Fonsters. What’s Next? Finalizing any gameplay mechanic is sorta like writing the 1st draft of a story – it’s a great feeling of accomplishment, but there’s lot of editing and polish to do. Now that I have all these levers and nobs to play with it’s time to give each fish a “personality” – heavy fish that are hard to reel in, fish with extremely quick ‘hook windows’, and so on. There’s also an entire range of possibilities for upgrades: lures that attract fish faster or rods that make reeling in easier. Then I can start looping back into other parts of the game, like a potion that slows down the clash stage, or a mushroom that attracts rare fish when used as bait. You’ll be able to play with the new fishing system yourself once the latest Village Monsters demo hits later this month.
  9. GameDev2017

    BIZARRE Sprint 31 plus Sprint 32

    Sorry, we're late. We had to keep the house! Sprint 30 and Sprint 31 is done and we managed a lot. The preparations for the new Gameplay Video are almost finished. For example, we textured a lot of objects for Clearwater's home, but also for his grown-up world-outside. We modelled and textured tons of furniture, books, trees and stuff. The game environment gets bigger and bigger. Houses get built, streets arise, a city is developing. Furthermore, we improved Clearwater's video sequence animations. We did this in several steps. We split the tests in three phases. The first, second and the last revision (still open). We roughly tested Clearwater's appearance, movement and behavior in the first phase, we improved and refined all video relevant animations more precisely during the second one, but in the last revision, planned for Sprint 32, we want to check all vertices, all envelopes, all angles and bones in the closest view possible. All sequences must look perfectly for the new Gameplay Video. Okay. What else? We shot a cool full-body 4k pic of Clearwater. During the sequence tests, he look at me like this! Hot! I continued writing the book BIZARRE Episode I. Really! I wrote all bizarre dreams unless one. I mean, dream no. 13 implicates the end of the story and is already known, for me. Dream no. 12 is still unwritten. Hopefully, I finish writing the book until New Year's Day! After the completion of the book, I'll read it again. In case I still like what I have written, the book gets edited. I'll publish the book asap and only in German, unfortunately. At least for now. When the book is published, all #WORDSproductions team members will read it to decide which parts of the book get realized in the game. Our plans for the current Sprint 32: We want to texture all unfinished objects inside and outside Clearwater's apartment, i.e. the kitchen objects, the park objects, etc. I want to continue writing the book BIZARRE Episode I, dream no. 12 and 13 hopefully We want to work on Clearwater's shooting-behavior till perfection We want to perfect Clearwater's video sequence animations in the last revision phase, we want to perfect Clearwater's appearance We want to model more decorative objects for the apartement till completion It is indeed possible that the new Gameplay Video gets published this year, but sure, we can't promise anything, cuz Bugs are after us, u know! That's it. Enjoy the Christmas time (by playing insanely video games!)
  10. Tenebris Equum

    GameMaker now or never.

    i'm game designer without coding skills. i came here looking for Companions with Compassion; i must Retrieve mobile gaming industry overview. no matter where you live in this World; please step out it's about time. language barrier won't be problem between us. express your passion, and join me on this journey i'll talk to you about this Phenomenal project, add me on discord. startup is interesting, but im good. if this thread inappropriate please shut down the topic thanks.
  11. Undergroundies

    Uagi-Saba Dev Log, Full Release!

    A long journey coming to an end, after almost three years in development Uagi-Saba is releasing into full access on Steam. Uagi-Saba will release in four days, November 30th. I will be patching this evening with the end game story content, the new achievement screen and the gene pool screen. This blog entry will include the last set of Steam patch notes from "The Giant Halloween Patch", mystic drawing contest details and digital art book info. This may be the last blog post I make about Uagi-Saba here on gamedev.net, the next post will most likely be about my next project. I live stream game development daily on Twitch, stop by sometime! https://www.twitch.tv/undergroundies What Is Uagi-Saba? Uagi-Saba is a creature care simulator that takes place deep underground. Raise, care for and breed magical beings known as Mystics while harvesting resources, expanding sanctuary and exploring. In-Depth Genetics Uagi-Saba uses a realistic genetics system, every body part has two genes which can be passed on from parents to offspring resulting in thousands of body part combinations. Stats, skin pigment and many other parts of a mystic's DNA also have their own unique genes and can be passed on through breeding. Recessive and dominant genes, resistance to sickness, mutations and the incorporation of "wild" genetics. It's all possible. Uagi-Saba On Steam Mystic Drawing Contest I am currently throwing an art contest to celebrate full release, if you are interested stop by this link https://steamcommunity.com/games/788390/announcements/detail/1712952601874725936 2 more days to submit your entry. Uagi-Saba Digital Art Book The Uagi-Saba digital art book will go live this evening on Steam, you must own the game to purchase this DLC. I will be doing some giveaways the next few days on Twitch, this will include non-Steam versions. Last Patch YES! The biggest content patch since EA release. Super excited to get this into everyone's hands. Got a lot of new content for ya just in time for Halloween! I have also made some general balance changes and regular bug fixes, those will be included in the patch notes below. This is an optional update, to opt in right click Uagi-Saba in your Steam games list. Then click properties, click betas, then click "select the beta you would like to opt into" and select "uagitest". Mystic Skill System After a long wait the mystic skill system is now live. All three skills that can be taught to mystics will help the player progress towards the end game. The three skills are "Smash", "Repair" and "Far Sight". First to even teach a skill to a mystic the mystic must have an intelligence rating of 4 or above. Depending on what skill you want to teach you also need to have a high enough rating of the corresponding stat. Smash (Strength) Repair(Intelligence) Far Sight (Wisdom). Skill Objects New objects have been introduced to be used with the new skill system. Giant Stones- Giant boulders that can be broken apart with the Smash skill. What might you find? Broken Computers-Use the Repair Skill to fix these old computers and learn more about what happened to sanctuary before the meteor hit. Memory Objects-Use the Far Sight skill to read into old memories attached to these special objects. These objects have a swirling blue green orb above them. WARNING these can be destroyed and lost forever when renovating a room. End Game With this patch I decided to lock the Great Machine button to restrict players from ending the game after they have met the requirements, That will be coming in the next patch. I still wanted to introduce the skill system though in case players wanted to play around with it a bit and discover some hints about ending the game. -If you would rather wait to see the ending complete I recommend waiting for full release November 30th to update. -Requirements needed to end the game I will not disclose. "Hints can be found within the memories." New Body Part Coloring System I am happy to finally introduce the new body part coloring system. Previously a mystics entire body was colored with one tint based off three color genes. Now with the new system each individual body part has it's own three color genes. This vastly increases the possible mystic look combinations and makes each mystic really feel unique. New Room Biomes Originally for this patch I was only going to include the new vine room biome but since I finished the ancient room biome in time I thought I would hand that over as well. Bordered with old runes these warm rooms are filled with flat glowing stones, inspired by my love for Mignola and Guillermo. Come with their own spawns and a new plant species. New Plant Pack The first plant pack to be introduced into sanctuary. One new plant species has been included for each room biome type. For the default rooms biomes the "Cave Blades" hearty grass sharp enough to cut skin. For the cool vine biome, the "Stone Suckers" barnacle like growths that suck minerals from the stones they grow from. Lastly for the muggy ancient room biome I have created the "Fingers Of The Beast" a worm like tube plant that dances slowly in the dark. Full Release Here is a list of what to expect in the full release -The in game achievement system will be finished, currently is locked. -Player will be able to press the button on the Great Machine and end the game if they meet the requirements. -Finishing the two animated end game story screens. -More balance changes. -More added to the tutorial. -Completed Art book for Uagi. Patch Notes From 2.0.3.3 -Added new "Other Upgrade" Self harvesting Fermentation tanks. -Fixed problem with back cloud and haze creators not destroying with room renovations, would create overlapping clouds and haze. -Increased the distance at which essence extractors receive a synergy bonus ic close to other extractors. -Mushroom Gardens now cost 5 stone instead of 10 stone. -The Improved mushroom farm upgrade now costs 75 Lore and 200 Essence instead of 150 Lore and 250 Essence. -Added different color text within the info section of the HUB for easier reading. -Added info about the skill system and skills within the HUB info section. -Added info about holding shift to move camera faster in the HUB info section and in game controls menu.
  12. Dead Chronicles

    Dead Chronicles - Chapter 2 - Stage 3

    From the album: Dead Chronicles

    Just sniping zeds
  13. Dead Chronicles

    Dead Chronicles - Chapter 2 - Stage 4

    From the album: Dead Chronicles

    Lots of zombies!
  14. Dead Chronicles

    Dead Chronicles - Chapter 2 - Stage 2

    From the album: Dead Chronicles

    Watch out those zeds!
  15. I was wondering if anyone could help with a little Game Maker Studio thing that I'm stuck with.. I'm working on a tower defense game and I want to make a room dedicated to being a game over screen and having it show the wave you just achieved, (One day planning to have show you highest wave and current wave) but I'm a bit stuck as to how to save the variable and have it show up in another room. I don't understand how the 'persistant' feature works, Whenever i'm opening a new room it runs the 'create' event again so everything goes to 0.. Is there some way I can save a number and NOT overwrite it in a create event by mistake in the next room? And then run a draw string line to show it on the screen? I feel like it should be 'simple' and I'm just missing something obvious. Thanks to anyone that can help in advance
  16. Aditya_Kumawat

    game development

    Hello, I'm an intermediate 3D artist. I want to get into game development industry. Bu have no clue where to kick start from. i did a little research over google. Says i need to learn a engine so i decided Unity3d ( of course Free version ) because it is indie favored also. turns out i need to learn c# too. and i have no clue in programming. so i need the learning path where to start my journey in game development. It might be a noobish question but if any help i would appreciate.
  17. Hello! So I have been interested in game development for a few years now. But.. I haven't bee able to develop anything as time focusing on School which I still need to do as well as keeping my passion alive for the project is hard, but I think I have a game I am willing to spend time on. Specifically, a game idea. What I want to give out and eventually develop into a fully fledged game is a Boss Rush game, like Cuphead, with of course some upgrades. There would be 4 classes. These however feed on my obsession with the 4 elements. I imagine it having similar graphics to Dead Cells, and after a few bosses. When your at the end and final boss. You'd have to either face a copy (Singleplayer) or the other player (Multiplayer) Air would be a mainly fast attacking but average health with mostly ranged attacks. -Beginning abilities- -An Air burst, Shotgun like attack sending the enemy back along with dealing above average damage, but has the most cooldown timer -A simple Air shot, a simple 1 shot of Air. Earth would be the tank of the 4. High defense with slow attacking and mostly melee attacks -Beginning abilities- -A wall type of defense that is the height of the character. It can take at most 5 hits before crumbling, but can be upgraded with spikes and more durability -Weapon summoning. Instead of a chosen weapon at the beginning. Earth can summon random weapons (Warhammer, Hammer, Broadsword, Greatsword, etc.) that wil break after 2 hits on the boss, but will form another weapon when the tank tries attacking again. Fire would be the dps. Dealing above average damage with moderate attacking speed but have the lowest health of the group. -Beginning abilities- -A flame pillar that lasts for 5 seconds and deals continuous damage with a 55% chance to burn the boss. It can be changed to either Horizontal or Vertical and wouldn't damage the other players -An ability to enchant your weapon or your friends weapon to deal more damage and give a 10% chance to burn the boss Water would be the healing of the group, with average everything but slightly more health than average. -A whirlpool like attack that can stun the boss for 10 seconds after it is used but during this time. Water and the other teammate are healed for 25% of their overall health which can be changed to be 50% or 75% or all the way up to 95% of their overall health. -A healing pool that as long as Water doesn't leave it or is attack for more than 100 damage then it will slowly heal the other player 5 or 10% every 20 - 25 seconds That is what I have so far but I plan on adding more abilities and upgrades when or if I am able to work on the game. I just wanted to get a wealth of opinions and feedback on my idea and if it is worth it or not.
  18. Howdy, I'm a programmer/designer mainly focused on making story driven RPG adventures. I'm looking for a project to work on as my current project has gone silent Last project was a metroidvania RPG shown below Show me some cool ideas
  19. Hiya! i'm Jason, And i want to reach everyone here who's excited about making games! And as the Title says, I'm looking for either GMS2 Programmers Or Godot Programmers. I want to invite you to my Game Creation Of Imagistory, A Beautiful 2D RPG game with Plot twists, Corky Characters and an amazing story. Here is some spoliers: Long ago, A mystical Comet Flew throughout the universe. Legends say that one day this comet will create a brand-new galaxy. A little scientist named Brown tried to fly to space to see the comet in action. His Friends, the Wizards, went with him to see the explosion. Until… A Vortex Pulled them into a strange portal. They all scattered in different locations. What will Brown Do? And Here is Some Art: I'm Ciao Gelato #7986 on discord and my email is is imagistory2500@gmail.com, if you want to contact me there. I'm Looking For Free/Revshare Workers, Please! Stay Creative!!!
  20. 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.
  21. 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?
  22. 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.
  23. 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
  24. 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
  25. 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
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