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Found 221 results

  1. 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
  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. 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.
  4. 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.
  5. 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
  6. 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!!!
  7. 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.
  8. 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?
  9. 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.
  10. 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
  11. 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
  12. 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
  13. Piece of things to come. Will bring a competitive aspect to the game. View the full article
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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!
  19. cfrankb

    sample0001.png

    From the album: LGCK Builder

    © Francois Blanchette

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    6.jpg

    From the album: LGCK Builder

    © Francois Blanchette

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    7.jpg

    From the album: LGCK Builder

    © Francois Blanchette

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    5.jpg

    From the album: LGCK Builder

    © Francois Blanchette

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    4.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  24. cfrankb

    3.jpg

    From the album: LGCK Builder

    © Francois Blanchette

  25. cfrankb

    2.jpg

    From the album: LGCK Builder

    © Francois Blanchette

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