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Found 188 results

  1. HiI'm a all-rounder innovator with the crazy idea to create a high school for children between 15 and 17 years old. We have already a school for children till 12 y.o. that focusses on developing their creativity. I am loaded with the development of the high school. But I don't know enough about designing videogames to develop a curricula. Are there some people interested in formal education that want to help me with this job? What does a boy or girl that wants to develop their creativity into the videogames world needs to know from scratch? What should the first steps be? how can we form a young game-developer that later can turn to be a professional? Do you know some cases of schools that do this job already? We are settled in Panama (the country). Please, let me know if there are some inspirated educators among you that want to be part of this adventure. Tnx
  2. Hey All, Very excited about today’s blog update. I have to say this is probably the biggest update we have had yet. So much work went into this update. Very long nights to get this done. The wife has started her immunotherapy treatment and we are hoping for the best on that front. Please send your thoughts her way.There was so much done that I have to try and remember everything: First up is World 1 which is now known as Chapter 1 is complete!! This was a monstrous undertaking to get done as quickly as we got it done. There was a total of over 90 rooms that have been created. Every time you enter a room it’s randomly selected from a pool of 20 rooms. (this will be expanded in an update. I coded the game in a way so it’s very easy for me to expand on this) . Then the germs (enemies) selected are completely random (the quantity and type). The breakable objects are randomly selected (quantity and location). The odds of getting a loot drop from enemies and boxes is random. Everything is random. The only thing not random are placement of room hazards (spikes, crates, holes, slime, and dryers). These have been carefully crafted and placed to make up the pool of rooms. However the type of dryer you get is random! Some dryers are specially marked (you have to figure it out) and will always drop loot (which is random of what type) when destroyed by a firecracker. Secret Rooms is now a thing! Every time you enter a room there is a chance that room will have a secret room branched off of it. You can tell by looking for cracks in the wall. If you see them blow it up with a firecracker and it will lead to a secret room. All secret rooms will have different contents. what you get will be completely random, it may be awesome or it may be not so awesome. Touch Controls optimized! FINALLY fixed a bug in the joystick that has been haunting me. It would become unresponsive if you were attacking or using another button before you moved with the joystick. This has been resolved and works very well now. Also increased the size of the top action button so it’s easier to hit. Lots of bugs were fixed that I found from making the new rooms and play testing. I think I put in over 10 hours of play testing the new rooms on my phone. Lots of code was also optimized during this process. Sounds. As you know currently the game has no SFX or Music. This is all about to change. Teaming up with @luismipv. Check out his work . He will be doing some sound work for the game. Huge shoutout to him for his help!! TESTFLIGHT!! The game has been submitted to Apple for the external testflight beta. As SOOOOON as they approve it (I heard for TestFlight it can take a couple days), it will be available for beta testing. If you are interested please send me your AppStore email so I can add you to the beta. Your help and feedback will be very helpful. We are so excited that we have reached public beta and are very anxious to get feedback from people actually playing the game. Damage! You now take half hearts of damage. This is total zelda style right here. If you get hit by enemies or fireballs you only lose half a heart! If you fall into a hole or get hit by a spike you take a whole heart, so watch out for those! This allows a little forgiveness with getting hit by enemies or fireballs and gives you a chance at survivability. Half Heart refills will be coming as a loot drop as well. Flying Germ (new names for the enemies are incoming by the way) has been updated! Now when he flies at you and hits you he will move away and not continue to chase you. This will give you time to run away after he hits you. Previously he would continually hit you and it was hard to escape. Toothache boss has had his health bar moved to the bottom of the screen. Increased the speed of the player. You now move faster. This gives a great feel to the game. Feels very smooth, responsive, and allows for quick maneuvering. Also along with that increased the speed of the roll (dodge, from beanie powerup). Now you can dodge and roll away from fireballs, spikes, and enemies much easier. It’s fun now just to run around and roll, has a great feeling to it! Item Rooms! Now before you get to the end boss there will be an item room. After you beat the enemies in this room a random item will appear. It could be very helpful or not helpful at all. Crates are no longer pushable. I was experiencing a nasty bug with having them interactive. I know a way around the bug but I don’t want to go this direction right now. For now I am using them as a blocking obstacle, however they are destructive with your firecracker. I will revisit these being pushable later when I have time, I want to concentrate on finishing everything else first. Bat reach is now longer. Extended the hit box to the very end of the bat. Now the player can hit the enemies with greater reach and knock them back. Now you can hit, dodge, and hit again! It’s very fun. Phew, I think that was everything. Was def a lot in just a weeks time. Next up is World 2. This should go fairly quickly. I will be introducing 1 new boss, 1 new germ, and 1 new room hazard. After that is complete I will be creating the menus (shop which is known as the pharmacy, and options screens). Then i will clean up the pause screen and do the tutorial. We have 2 months to complete this, which should be plenty of time.Chapter 3 (which will be the final chapter) will come as a free update after the game is released. Attached is a video of a new room and a secret room! Also in the video you can see I only have one half of a heart left! Let me know your thoughts and questions. https://youtu.be/FOIm4JK1ghY 8792A96B-2AE9-4504-85A4-6D386E37E277.MOV View the full article
  3. UG here with another blog entry/patch notes post! It is indeed an exciting time, we have less than a month left till we release onto Steam. Uagi-Saba the newest in creature breeding and genetics officially releases into Early Access August 1st 2018. Uagi-Saba On Steam (Edit 7/10/2018) New hot fix lists have been added at the bottom, a total of four hot fix patches have been made since the 1.0.1.3 build went live. We are now officially on build 1.0.1.7 and pretty stable. Thanks to all of the beta testers for your help. This is a big patch with a bunch of new content and fixes, some areas have had some big improvements. I will go over some of the bigger changes and the rest can be found in the patch list at the bottom. Three new room types and two new modules have been added to the game. The Gen Room (brings in large amounts of energy) and the Mushroom Farm (large scale mushroom grow operation). The Shrine module (generates lore) and the A.S.D.S. (automatically feeds and waters your mystics). The Wild Mystic Room is a new room that has a chance to appear after you have charged enough empty rooms. When it appears it will automatically spawn a special egg, if you are able to hatch it you will spawn a wild mystic! Wild mystics have access to very rare genes, genes that are only available to them. Breed a wild mystic with one of your own to bring these rare genes into your pool. The mutation system has been completely re-worked with the new Wild Mystic Room in mind. Default mystics will have access to most of the basic body part genes. More genes will become available through mutations based on how many generations the mystic has gone through. The speech system has been drastically improved, a variety of new phrases and words have been added. 40 plus words, and many phrases related to hunger, thirst, loneliness etc. The camera can now be moved by clicking the edges of the screen, this is still a little buggy. Some rooms, entities and modules now have a new Synergy mechanic. Some examples… Placing essence generators close to each or will bring bonuses to energy harvest. Lore keepers close to a study will bring in extra lore. This is still a new mechanic and I plan to add other bonuses soon. I have completely re-designed most of the mystic lower arms, they have a new “naked” look which I think will leave the door open to some interesting new skin patterns and colors in the future. Things I know of that have yet to be added… -A pause function. -Smooth zoom. -Alarms for dig sites. -Lore books are now out of date and need to be revised. -The gene pool and achievements buttons in the HUB screen cannot be pressed, these will be implemented soon. The rough patch note list is below, some things already covered above are also on the list. Patch Note List 1.0.1.3 7/2/2018 -Added synergy mechanic for the essence gen and essence extractor, the closer they are to similar modules or rooms the more resources they will generate. -Added synergy for lore keepers, lore keepers close to studies will generate slightly more lore. -Bond must now be high enough to interact. -Added a variety of colorful crystal props. -Intelligence needs to be high enough to interact. -Added intro story screen with story, player can click through text to skip. -Added two new modules, the ASDS and the small shrine. -Added two new room types, the mushroom farm and the generator room. -Added new words for mystics to learn, total of 40 words. -Added new creature speech responses. -Added new Mystic body parts. -Fixed bug where player could not charge nearby rooms after new rooms were built or charged. -Fixed problem with water pump building anywhere regardless of water source being close enough. -Fixed problem where bond meter would increase after pressing the interact button, now it only increases if the mystic successfully learns the word. -Fixed problems with build button “locked” text and “not enough resources” text not appearing or causing crash. -The gen table now includes a color mutations stat and a body mutations stat. If your mystic has a mutation through breeding it will show up here as an increase. Hot Fixes 1 1.0.1.4 7/3/2018 -Added middle mouse cam drag, this is just a test. Still very sensitive and is based on mouse sensitivity . (Edit) This has been fixed, with help from a few of our UG fams we now have a very smooth cam drag. Removed old cam movement buttons from screen edges. -Fixed bug where giant arrow button would appear when a ferm tank would be recycled. -Player will now be refunded half of what they paid for modules when a room Is renovated. -Fixed problem where certain objects would give the player guardian rating points if they were destroyed during room renovations. -Fixed problem with mushroom spore visibility. -Fixed problem with the disappearing furnace. -Added an object that controls the deactivation of certain objects outside of the view, hopefully this helps with some of the frame rate issues. -Fixed problem where crystals, the a.s.d.s module and shrine module wouldn’t disappear when a room was renovated. Hot Fixes 2 1.0.1.5 7/5/2018 -Player can now properly zoom in and out while moving. -Fixed problem with build menu buttons being destroyed or were not following view correctly. -Fixed problem where camera would keep moving if a movement key was pressed while pressing the escape key to open pause menu. -Fixed problem where dwelling room would appear larger than other rooms when fully zoomed out playing in 1600 resolution. -Fixed problem where room sprites would overlap while fully zoomed out playing in 1600 resolution. -Fixed problem where charge button would show up above over main pause menu. -Fixed problem where mushrooms and mushroom spores would not destroy if a mushroom garden was recycled. Hot Fixes 3 1.0.1.6 7/8/2018 -Fixed problem with mushroom gardens creating two mushrooms. -Fixed problem where recycling a furnace would leave it’s button behind. -Fixed problem where player would have to click gen table twice to get it to register. Fixed problems with player being stuck on gen table screen and not being able to move cam. -Fixed problem where on of the furnace spites was causing extreme lag. -Fixed problem where player clicking the mystic name card would create multiple mystic text object. -Fixed problem with player being able to drag camera while in the mystic/inhab hud screens. -Fixed problem with tut button not disappearing when pressing escape in the HUB screen. -Drag speed for camera is now faster when fully zoomed out in mini map mode. -Fixed typos in tut start. -Fixed problem where “cannot breed” text would appear if right clicking near baby mystic. -Completely re-worked the ini file system. Options like windowed mode and sound volume will now save correctly and when player loads back in later they will be the same as the player left them on exit. -Fixed problem with game crashing when player tried to load a game if save file does not exist. -Fixed problem with sound volume being much loader when a game was loaded. -Pressing the escape key during the story screen skips to the title screen. Hot Fixes 4 1.0.1.7 7/10/2018 -There were still problems with sound volume loading incorrectly, fixed this. -Added windowed/fullscreen buttons to the in-game options screen. -Fixed problem with smog vent cost text drawing at the incorrect position while in 1600 resolution. -Fixed problem where player could click on charge button while in mini map view. -Fixed problem where player could click on inhab with mini map open. -All in game menu screens now destroy accordingly using middle mouse, movement keys or mouse wheel. -Fixed problem where player could still click on build nodes while in the main in-game menu. Now that we are through that here is some more useful info/social media etc. The beta testers will be receiving their keys today fore the next round of testing. Keys for streamers, you tubers and other media coverage will be given out July 20th. If interested please get in contact with me. I live stream development of Uagi daily on Twitch, feel free to drop by if you are interested. UG's Home Base UG On Twitch UG On Twitter
  4. Undergroundies

    Uagi Steam Capsule Main

    From the album: Uagi-Saba

    Uagi Steam Capsule Main
  5. Undergroundies

    Adult Mystic GIF One

    From the album: Uagi-Saba Screenshots

    Adult Mystic GIF one
  6. Undergroundies

    Adult Mystic GIF One

    From the album: Uagi-Saba Screenshots

    Adult Mystic GIF one
  7. Undergroundies

    Updated Mystic Body Parts

    From the album: Uagi-Saba Screenshots

    Updated Body Part Designs, Uagi- Saba releases on Steam August 1st https://store.steampowered.com/app/788390/UagiSaba/
  8. As you dive deeper into the cavern, you'll get the chance to add new heroes to your party. Each class feels unique and promotes different playstyles due to their respective powerful abilities. While designing a game, it's important to make the player feel powerful. If an ability is fairly weak or too situational, most players will eventually catch on and stop using it. At that point you have to ask yourself what purpose does it have in the game. Having a set of balanced skills is important because players will always find the path of least resistance (even if it's the most boring way to play). Wizard Originally the Wizard had the ability of being the only ranged hero in the game. I bet you can imagine how overpowered that sounds in a dungeon crawler but it was too much fun to cut it. So instead I added a chance for ranged weapons to spawn for all classes and implemented an electric discharge whenever the player passes a turn. This spell stuns nearby enemies and even knocks out sleeping ones but the floor breaks each time you pass turn. This prevents the player from abusing the skill and pushes them to keep moving forward into the action. Trader Adding random encounters to a roguelike isn't enough to keep its replayability high if every class feels the same. Keep in mind designing new mechanics can feel slow, but the cycle of designing, prototyping, and tweaking will pay off in the end. Originally the trader earned extra money when selling items, but that encouraged the player to never keep any of the cool stuff they found. Disarming traps and using them against other enemies turned out to be way more engaging. Berserker To help make combat feel more interesting, the player can knockback enemies during a fatal blow. This opens up the possibility of knocking enemies into traps or even other enemies. However, early on I noticed playtesters weren't using this skill, despite it being useful. This can happen if you don't fully explain a mechanic or motivate the player to use it. To fix this, I explained this move in the tutorial and designed an ability that is triggered by the knockback. Early access for Firestone Saga will be available July 24th. Follow us on Twitter for more updates.
  9. Why go rogue? Eighteen months ago I started working on a simple roguelike adventure. I've always been intrigued by randomly generated dungeons but the thought of coding one seemed so daunting. Thankfully there's vast amount of tutorials out there if you plan on working with GameMaker. Checking out HeartBeast and Shaun Spalding on YouTube is a great place to start. Here's a reference of what the game looked like last year. Swapping heroes I planned on adding this much later in the game but it was too much fun to make players wait. Whenever you are prototyping a game it's important to "find the fun". Keep trying new things until you're happy with the result. It also helped curve out the difficulty for casual players (the easier difficulty lets you tag in an ally on your first death). Enchanted Weapons Adding variety is the key to making an exciting dungeon crawler. More options == More fun interactions Redesigned level layout Traditionally roguelikes start you off at level 1 every time you play. This can feel discouraging after awhile since it feels like you're not making any progress. On top of that backtracking can feel like a chore. That's why I chopped up the dungeon into bite sized pieces. Don't be afraid to change standard mechanics if they don't fit you're game. Follow us on Twitter for more updates.
  10. Hey All, I can’t believe it’s almost been 4 months. I am really glad I decided to do these blog posts as it is a sweet log of everything accomplished but also shows how much we have improved. This week is actually a fairly large update. Development went fast as there was very little issues with the new features and everything went smooth (I think a large part is my coding skills are getting vastly improved). So what is new… First up is darkness. A new room hazard and just really cool effect that will be used through the game. The whole room is now dark and the only light you have are from flickering lights on the wall. They are not that strong and only cast out light a short distance. This effect came out great. The closer you get to the center of the light the brighter it is and as you move away it gets darker. This is going to make some really awesome rooms. Here is a video showcasing the lighting. I added it to the starting room just to showcase right now. Second item up is ToothAche!! He is the first boss of the game. He has a very distinct pattern that you have to figure out, BUT he is also random in the choices he makes of where to move, so good luck In the intro he floats down from the ceiling and then shoots out fireballs as he rotates. He then shoots back up and starts smashing down upon you. Watch for the exclamation marks, dodge, then hit, then run. Once he is down to 50% health he changes in appearance and gets angry. He now falls down faster and rises back up faster. Oh also he will randomly crash down and shoot fireballs. Good luck catching him. Watch out for the top and bottom of the room as its full of holes, you are restricted to a specific section. Here’s is a video showcasing him. For debug and testing I have it so as soon as the game starts it goes straight to him. This obviously is only for this reason. The third big feature are immunotherapy potions. My wife, Sarah (Also games main character) just got accepted into an immunotherapy trial. This was only fitting for the game. These will be very rare items in the game. One potion (treatment) restores your health to full. These potions can only be bought with in game currency you earn by playing the game. They will definitely help you in times of need. For testing and debug purposes I gave myself 2 potions in my inventory. Watch the video as I will select them and use them for a quick restore as I am fighting the boss. Aside from that there were more bugs ironed out. I am fixing each bug as it’s discovered so I don’t “forget” any or have it turn into a larger issue. Next thing I am working on this week is finishing all the rooms for world 1, and I mean it this time. I am finally done with everything needed to make this possible. World 2 will be very fast as the core of the game is done and all the artwork for world 2 is nearly complete. We are still on track for September release and TestFlight beta will start in the coming weeks. Thanks all! View the full article
  11. Hey All, Not too much was done on actual coding this week. I worked on a lot of the artwork. Not my favorite part but essential for the game. Did all the artwork for world 2 room designs. This consisted of: Trees Bushes with flowers Picket fence Gate for fence (doors to other rooms) Grass Also created some images for world 1 that I needed so I can finish all the room layouts. This included: TV Dresser World one Boss! Fire (animated will have some particles) Light bulb fixtures with flickering light ( there will be dark rooms with little light) Text boxes What I did code was the text boxes. These will be essential for the game story. You will find diary pages throughout the game world and this is how you will read them and learn the story. (Also adds a collectible element to the game, have to find them all). For now I am showcasing the text boxes with a sign. These will also be found through out the game to give needed information. I just have to make little tweaks to the code so everything is perfect. Next will be working on the light engine for the darker rooms and coding the world 1 boss! Let me know your thoughts, feelings, opinions. Thanks, SOS-CC View the full article
  12. The video of the first iPhone gameplay in the last blog was not rotated to landscape view. I have deleted that video (was very hard to watch) and uploaded a new one now that I know how to use iMovie. Let us know what you think and sorry about that. View the full article
  13. Hello there guys! Welcome to the second post of NinjaCube's devblog. So, after releasing the other post, I started to work on a new stage, an underwater one! To set a little base before we get into the info of the new stage, NinjaCube is a having a level select system. But to avoid the difficulty problem I did make a little order which is: Training stage > 4 stages (Including the underwater one) > 4 other stages > Final stage So, what is going around with that underwater level? Basically, most of the games have underwater stages with less gravity and all that sort of stuff. So I decided, "Why wouldn't NinjaCube turn into a fish, then fight in a Shump style?". And I did it, the game's weird indeed. Introducing, Gilbert! So, after being inspired by Sonic Mania's 'Heavy Magician' and a few magical ideas (And a lot of Blind Guardian's songs!), I decided to make this boss as a magician. Previously this boss was a witch that was able to turn into other forms, but a few problems happened so I had to scrap it. Anyway, this boss' attacks are a bit based off some magical tricks as the usage of a hat or cards. Except they are slightly weirder? Haha. The music is from the game's soundtrack, made by Caleb Cuzner. I'm also posting over twitter, you can check it here And that was all for this week! Take care and have fun.
  14. Hey guys, So I’m trying to put a foot into the creative industry however, for the game tester jobs I’ve looked at they ask for you to have previous experience with quality assurance software which I don’t have. [deleted by moderator]
  15. Nexusrex

    Introduction!

    Hello and welcome to the first post in this blog! To introduce everything, I guess I'll be doing it in Q&A way: Who are you? D: I'm Nexusrex, a young Egyptian guy (15 years old), I was interested in game development since I was 9, started using GameMaker when I was around 10 I guess. Made a few little stuff then started NinjaCube. What is NinjaCube? 'NinjaCube: Finding Hatsune' is a simple action platformer. I did have some massive love for classics like Megaman (Especially the X, Zero, ZX series!), Castlevania, Ninja Gaiden and a lot others! I did choose the square art style because honestly I was (and still am) horrible at pixel art, so I found this style to be a bit interesting and yet, easy to animate! So, you just started this game? Nope! NinjaCube started almost two years ago, it started as a simple jump-n-shoot platformer without any level design or any good gameplay (That's what I think of ^^). After getting a youtuber to play it (Pistyization, many thanks to him!) and working a bit more on it, I realized that I had nothing to do. Yet people told me to change the camera (as it was too zoomed in) and to change the art due to the awful colour choices I had. So it took me a while to do that transition, I also had some tests and stuff so it stopped me totally from doing development. As you can see, the difference! So, are you working alone on this project? Well, I do the art, the programming/code, the level design and the gameplay stuff. But for the music, I couldn't do that so I worked with Caleb Cuzner, and he made a quite good work! You can get to listen through his youtube page What are your plans for finishing/expected time? Honestly I don't have a plan as I'm still in early stuff. But hopefully I wanna get the main set of levels done before September's start, so I could get something playable at a gamedev gathering that starts in that month. And that was all for today! I hope I can do some weekly posts, have fun and take care guys! : D
  16. kirito

    i need help

    hey guys i wanna know how much of everything it costs to make a game kind of aberoth if u haven't heared about it take a fast look here:http://aberoth.com
  17. xDanix

    jumping animation

    Hi guys, so im developing a game using GMS2, following shaun spalding tutorials from youtube, my problem is that he explains only the basics on the mechanics, and since i have almost 0 knowledge in code, i cannot derail far from what he writes.. the main issue that i have now is developing the character animation; i want to make a jump, something like: impulse, ascending, descending, landing and also some smooth transition between ascencion and descent. now, in the way he wrote the code i get as follows: // animation if (!place_meeting(x,y+1,oWall)) { sprite_index = sPlayerA; image_speed = 0; if (sign(vsp) > 0) image_index = 1; else image_index = 0; } oWall is my collision object, sPlayerA is my jump sprite with two frames on it. that gives me a basic and solid jump, but i feel like its too static.... Any ideas on how to write something to get a nice smooth jump with more than just two frames? i'm aiming at four or five frames total. thanks in advance, here's a screenshot of the work in progress:
  18. Hey All, Much smaller update this week. Was focused mainly on code writing. I have finished all the code for the room randomization and have almost finished testing it. So far it’s working great and exactly what I wanted. With my calculations with room Type A all being random from a pool of 25 different layouts and with enemies always random there’s only 1 out of over 2.6 million of a chance getting the same world layout. I think it’s safe to say you will never play the same game twice. Out of those 25 different room layouts there will also be puzzle rooms incorporated with that. Mostly consisting of moving boxes to switches or to clear a passage way. For the next couple weeks I will be focusing on art work. I will be making different color walls so there’s some variation. Once all the rooms are done I will begin coding the puzzles. I do need 1 more room hazard. This will be a household object that will shoot “something” out. I would like some ideas if you have any in the comments. I’ll pick the one I like and draw it up and give you credit for the idea in the games credits! The only thing I have so far is a washer machine throwing rolled up clothes. So let’s hear some ideas! Also the GoFundMe has almost reached the goal of $500 dollars!! Thank you to everyone who donated and shared. Please don’t stop we are so close. https://www.gofundme.com/help-family-with-cancer Also I would like to announce the game will now also be released to android devices as well as IOS. Till next week, take care and thank you.
  19. Hello everyone this is Anthony from Atwo Studios, as small indie company we have published 2 indie games using Game maker, one being ROY - Color Matching and the other being Solar Switch. Both can be found on iOS and the Google play store. For our third indie game we are wanting to make a golf puzzle based game, this would be on mobile too. Our current team consists of a designer,programmer and artist. I would like to add a person who is interested in making sounds effects/ music for our game. If you are interested in creating a game for portfolio work or just as a hobby, please send me an email at : anthony@atwostudios.com PLEASE do attach any audio work so that my team and I can review it and determine if you are qualified for what we are looking for. Please check out our website for more information about us and the types of games we have made so far. atwostudios.com DOWN BELOW CAN BE FOUND VERY EARLY SNIPPET OF THE GAME TO GIVE YOU AN IDEA OF WHAT WE ARE MAKING. p.s. I am not a website designer 2018-05-01_04-58-04.mp4
  20. I've been working on my own Metroidvania via GameMaker Studio for the past few years. You play as a bat named Ralph as he goes on an adventure to obtain 7 Crystal Medallions hidden in dungeons with the help of a cult known as the Crimson Fog. Along the way, there will be quests unlocked in Cedrus Village as you progress through the game. I've managed to complete a demo of the game up to the first dungeon and boss fight. I have only a PC build available, and the only gamepads I managed to install were Logitech Precision and Xbox PC gamepads. I had some trouble on gamepad detection though, so they may have connection issues. The desktop controls are similar to Terarria's control scheme if it's too much trouble. I don't have any music at this point, I'll need to get someone else to compose it later on. The music I make isn't bad, but it doesn't fit the aesthetic that well. I'm really hoping I can get feedback regarding the general content. Crimson Fog.0.2.zip
  21. Hello All, I had done a lot of work on the randomization engine. I had the game running and working exactly like Binding of Issac where every room was completely different with different paths to take until it hit the max amount of rooms and displayed the boss room. This took me several days to code and in the end I scrapped the whole system and started over. I did not like the complete randomization it took. I felt like I had less creative control over the rooms and there was so much more I wanted to do that would have required so much more coding and dev work than was really necessary. So I designed an entirely new plan and code. Now the world will have a structured layout. There will be 3 paths that can be taken. There will be a hard path, medium path, and an easy path. Now on each of these paths there will be a combination of random room generation and static rooms (that do not change). However this will work much differently than originally designed. I will have a pool of 25 rooms (to start more will be created) and each room will pull it's design from the pool of 25 rooms. So you do not know what room you will get ahead of time and each play through will always be different. This method is perfect because I get to creatively hand craft each room in the pool so I do not loose any creative control and it's actually extremely easy to code this randomization. The code is done, now it's just creating the rooms which will be my focus for the next couple weeks. All details laid out in my plan below: Please let me know what you think. Also here is a video of the new screenshake effect when the firecrackers explode: Also we have started a GoFundMe. Please read about that below. I understand if you are not in a situation where you can donate but please share it on your facebook, twitter, or with friends. It will be greatly appreciated. It's not only to help the development of the game but to help my wife and family. https://www.gofundme.com/help-family-with-cancer?utm_source=internal&utm_medium=email&utm_content=campaign_link_t&utm_campaign=welcome
  22. After almost two years of grueling full time development the anticipated 2D RPG Towards The Pantheon has a release date of May 16th, 2018. While lead developer Connor O.R.T. Linning had been thinking of dates between April and June for quite some time, the date was solidified during a shower one morning and the Lagwagon song ‘May 16th’ from the legendary Tony Hawk’s Pro Skater 2 soundtrack began playing. Development of Towards The Pantheon started when lead developer Connor O.R.T. Linning collected a long list of RPG clichés and decided to avoid as many of them as possible while designing his game. Gone are elemental types, elixirs, elves, inns, and generic love stories. Instead players of Towards The Pantheon will ride hamsters, journey through a survival horror inspired mansion, collect dead memories, make new friends, and partake in regular chats around the campfire. Artist Leandro Tokarevski joined soon after to create the pixel art for the entire world using a palette of only 16 colors resulting in a vibrant and distinct world full of charm. Towards The Pantheon follows the journey of Freyja the warrior, Bam the cat, Mishima the electropunk, and Phenez the ghost as they strive to defeat the source of a malevolent regime The Sworn Light at The Pantheon. To make the gameplay of Towards The Pantheon more unique, elements of adventure and survival horror genres have been implemented. The standard HP/MP system for party members has been altered so that every character has their own stat system. For example Phenez the ghost only has Necropoints which means that he must hurt himself to be able to attack, and Bam the cat has Energy Points which are restored by snoozing or using catnip. With a world containing over 10 distinct regions to explore, 45 enemies to battle, 80 soundtrack songs to experience, hundreds of items to collect, hundreds of NPCs to interact with, and over 15 hours of gameplay, Towards The Pantheon is the unique type of game for those looking for a new and fresh adventure. In October 2017 the horror/mystery themed prequel game Towards The Pantheon: Escaping Eternity was released for free and received an 89% positive score on Steam. The game was praised by reviewers and streamers for its original premise and dark atmosphere. Towards The Pantheon’s release date of May 16th also brings lead developer Connor O.R.T. Linning’s journey full circle. 15 years ago he spent his time at school creating an episodic pixel art story accompanied by trading cards that he distributed among his friends named ‘May 16th’. Now at age 26, he’s bringing that same love and dedication to storytelling and game development to Steam, Itch.io, and Gamejolt. Towards The Pantheon can now be added to your Steam Wishlist! http://store.steampowered.com/app/709510/Towards_The_Pantheon/ Links: Press Kit: http://www.towardsthepantheon.com/index.php/press-kit/ Steam Page link: http://store.steampowered.com/app/709510/Towards_The_Pantheon/ Website: http://www.towardsthepantheon.com Social Media Links: Facebook: https://www.facebook.com/TowardsThePantheon Twitter: https://twitter.com/PantheonDev Tumblr: http://towardsthepantheon.tumblr.com/ Reddit: https://www.reddit.com/r/TowardsThePantheon/ Instagram: https://www.instagram.com/towardsthepantheon/ Twitch: https://www.twitch.tv/connorort Google+: https://plus.google.com/u/0/114060823024573957788?hl=en Indiedb: http://www.indiedb.com/games/towards-the-pantheon
  23. Louis Brady

    New Focus

    Hey again. First off, I had to change the blog title. I won't be working on the 3d platformer anymore because my computer crashed. Short story: I was working on the physics in Unity and I was having trouble, so I tried to stream my work on Twitch. Well, with OBS, Unity, Blender, and the internet running, the motherboard on my Asus overloaded... or something. My screen went black and when I googled it on another computer, I got a few ideas as to how to fix the problem. Basically, I need to take my computer to the geek squad and see what they can do for me. Additionally, however, I just moved to a new place. I'm transitioning between jobs, and I haven't had the time or money to get my computer fix. Which brings me to my "new" project.... A while ago I was working on a 2D platformer that was in the style of Castlevania and Spelunky, but with a more interactive story line. This project was a way for me to practice pixel art. I was inspired by Mort Mort who is a great pixel art guru that I follow on Youtube, Twitch, and Twitter.(@MortMort) He posed a challenge for beginning artists: choose 4 colors to be the color palette and design pixel art for a small scaled project - like 16x16 or 24x24. So, this is how my 2D platformer came to be. During the creation process, however, I lost enthusiasm, and I eventually thought that my game was boring, uninteresting, and contained poor art, but since my computer crashed, I revisited my old project on my older computer and I think I could make it work. Now, the project that I will be blogging about it called Zero. It follows the journey of Marcus who must collect "orbs", or zeros, from undead creatures for Professor Fyle's experiments. Marcus must collect a certain amount of zeros per level to advance. Here is a devlog that I started in 2017 when I started this game. Video 1 Video 2 And here are some visual updates: Currently, I am working on giving the first levels a soundtrack as well as creating sound effects. So this upcoming week's focus will be sound and when I need to shift focus from FL Studio, I will continue on working on art for the game. The next blog will be more detailed. Because this is a project I am picking up on from the past, I didn't want to go through everything that I did in terms of development process, but if anyone has any specific questions, I would be glad to provide more information. Until next week! Happy Mother's Day!
  24. Hello All, As suspected we missed last weeks blog so this week is 2 weeks worth of updates. These past 2 weeks I concentrated on converting all graphics from pixel artwork to vector images. The main reason why I decided to go this route is because of scaling. This game is being developed for IOS. I want to be able to hit all devices including as small as the iphone 5C all the way up to the Ipad Pro. While I could have certainly accomplished this with keeping the artwork pixel, I started experimenting with vector images using InkScape. I immediately loved the program and how it made the images look. The good news was I did not completely re draw all images. I used InkScape to import the .png pixel images. Then i used the trace tool in InkScape to convert the images into a vector drawing. At that point I was able to scale the image much larger without loosing any quality. I was then able to make edit's and touchups to the drawing. Next I exported the image as a .png. I had to export it this way because gamemaker only accepts 1 type of vector extension and it happens to be the one type that InkScape does not support as an export. Once it was imported into gamemaker I changed all the sprites to the vector images and made sure all the objects were calling the correct sprites. Then on most objects used within the game I only had to set the image_xscale = X and image_yscale = image_xscale (with X being the percentage of the image size). Now when it came to drawing actual sprites to the screen, like in the game gui controller, I had to use the draw_sprite_ext() function. Now I ran into some issues where I was using image_xscale to flip the sprites image, like when the player was running left, so i had to re draw that sprite and call it with the sprite_index call as I needed to use image_xscale for scaling the player object. If people are interested I could write up an entire tutorial on how I accomplished this. Overall it's a huge upgrade to the games graphics and we really feel like it's a huge advancement forward. We also squashed a lot of bugs. Also may I add it is very hard and aggravating to duplicate certain issues to see if you fixed a bug when the game is completely random!! Added some new features as well like: Smoke trails following the Flying Germ's Fireball (we are very excited about this and will be doing more with effects like this) Completely re drew the explosion animation and increased the speed. Made it so you can no longer pick up hearts if you are at full health. If you cannot pick them up you will push them out of the way. Now that I have written a script for this, this same script is going to be used for future puzzles where you have to push obstacles out of the way and or too certain areas to complete puzzles. Added new font to the game. shout out to Soluna Software for the assets, he did an amazing job! We now have an official logo. The logo is also now on our website (sos-cc.org). With the new logo I have updated the title screen of the game. Now the view size of the title screen is the same resolution as the rest of the game. The menu options are now centered properly in the game and the logo is centered above. I have the background of the screen set to black right now as I do not have any artwork yet to display nor do I really know what I want to do yet. Changed the save game feature. The game now saves when all enemies in a given room are destroyed. There was a bug in the previous method that made me have to change this. The bug allowed you enter a new room then quit the game and when you hit continue all enemies would be destroyed. That is all I can think of right now, other than the massive amount of bug fixes. Below is a gameplay video to show off everything discussed above. Just FYI I am purposely playing horrible to show off certain features ;). Next we are going to be working on the procedural generator engine so it designs the rest of the game rooms and is different every play through. Thank You!!
  25. After a month of designing the game, we need a name to start showing the content we were making, after thinking in many alternatives for the name of our game, we choose to let the people decide We put in a poll all the names we were thinking and these are the results.
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