It took me only about two hours to create this funky little Paddle War clone, totally in GML, without any outside tutorials except for the F1 help and one Stack Exchange question. Considering that I just started learning Game Maker the other day, I feel pretty good completing my first "game."
I gotta say, at least at the basic level I'm working at, Game Maker is an incredibly simple tool to use. There are so many built-in functions to handle images and object movement, and it's so much easier than the Java I learned and forgot in the one serious CS course I've taken in college so far.
I think I should do some tutorials and then start making my dream game - once I come up with an idea.
Brandon Young
Reminder that the indepocalyspe does not exist, and there is no data otherwise
Dylan Moore
The cockpit hatch now opens and closes. Yay. Added a button for it too. Also since the hatch material is opaque, it does some electric shit or something (the tech babble will be added later) when it closes and makes fully it transparent.
Daniel Gomez
It does exist, it's just another name for requiring a basic level of competency.
Fortunately Steam went in the opposite direction and now you can just make shit games to get in on Valve's trading card racket
Parker Powell
Last time on agdg
Adrian Turner
Cant read the small ones
Adrian Edwards
merry christmas or happy xmas break i guess
Jayden Long
The Lord has blessed me this day with a completed retopo. It cost me some sanity, took me 12 hours. It was too much for my skill level but I learned a lot about topology and could do it faster next time. I think most of the topo here is animation capable, but I wonder about the shoulder. the face topo is not remotely animation friendly but I do not plan to animate the face.for similar reasons I went with oven mitt hands. I may have bit off more than I can chew as is. Assuming I can get this guy textured and rigged I will use him as the protag in my game. ASSUMING
Liam Sullivan
gg
welcome to the club of having ambition but will never finish anything.
Luke Gray
Fixed.
Justin Ortiz
Actually no. Last try then I kill myself.
Colton Green
This one is fine
Isaiah Ortiz
>Well first guy hard talk next copy sale quit kek
Eli Scott
Google Drive folder update special Christmas edition, where nothing really Christmasy happens, other than me saying Merry Christmas at the end of the post.
- RPG UI examples - Low poly examples - More Tender Arms fan art - Square dev's new character (Viking Girl) received the usual fan art what Square dev characters usually get - Christmas greetings (the one in the post is from Theonian) - New fan fic for Charlotte, Vampire girl and Bunny idol (also put the fan fics to their own folder, rather than separating them by games) - Waifu breeder dev shared his sprites (106 to be precise), so I saved them for reasons - The misc folder also got bigger like usual (please, if you aware of the author or the game where a given picture belongs to, let me know) - Set up a change log file in the root directory, so you can follow the changes there if you happen to miss these posts (the name of the file will always contain the date of the latest update)
Merry Christmas!
Grayson Sullivan
>user gets steam add HOLY SHIT
Ian Reed
Can I have some insight about fragment shaders. Do's and donts? Any suggested reading?
>float smoother Any good synonym? Something sexy if possible.
Wyatt Robinson
Should make one where they are shooting the tree then when it SHOULD explode it instead opens its hellmouth and starts lumbering towards them as they haul ass away.
Colton Brooks
How's does idle animation look?
David Martin
>tfw all these gameplay ideas but no story ideas
Jose Lewis
very awkward, you probably want something that has a circular motion and doesn't just look like an obvious back-and-forth between keyframe A and keyframe B.
Easton Lee
You're trying to make it too realistic. overdo it.
Lincoln Bennett
>Fixed collision detection up by optimizing as much as I could think of >Hundreds of objects now don't crash the game to < 30fps >Clusters of objects don't massively increase performance problems anymore p-progress...!
Does this make sense for an inheritance relationship? I also might have to make item inherit from ScriptableObject
Henry Jones
Literal loot sponge. nice
Hunter Roberts
Loot Pinata's gonna work this way: >Most loot is going to be common items with simple classification (weapon, armor, potion, gem, etc) >Loot has a small chance to upgrade in quality and value repeatedly to a maximum limit >Upgraded loot won't fall into a classification bucket but be treated as unique
What's a good way to make upgraded loot drops look "juicy" when they drop? I want the player to feel like "OH SHIT I gotta go pick that up"
Thomas Bailey
The good thing about code though is, that once you have prototyped a game, you can reuse this code again and again for other games, which saves a hell a lot of trouble.
With art you always have to almost start from scratch.
Matthew James
sparkles, guaranteed to be on top of other items, special tint vs. regular items of same type
Easton Williams
Should be shiny in some way. Have the item look like that instead the character, and people will notice it.
I'm not clicking on a link when I have no clue what it is
Benjamin Scott
>I have no clue what it is your new is showing
Angel Collins
Hey agdg does anyone remember this game? I made the demo a year or so back and completed development for the whole game a few months ago. I've got it on itch.io if anyone is interested:
try not to move all the limbs at once, also your pose is a little off balance
Jaxson Ortiz
I'll keep that in mind
Matthew King
any suggestions for attacks or behavior?
Nathaniel Gutierrez
other than looks, sounds are pretty powerful as evidenced by Diablo 3
Otherwise I would suggest a 'gleam' animation/effect
Easton Fisher
unholy festering fart rips a hole in the ozon layer, blasting the area with radiation. The smell has a chance of making characters nauseous being forced to skip a turn until they recover.
Cooper Williams
>post progress >0 reply
>post advice >1 meme reply
>ask question >0 reply
I'm just waiting to get pissed enough so I can eventually leave this place.
good luck user! i'm gonna continue doing nothing today!
Zachary Harris
how do you guys handle scaling the screen in your games? so far ive handled it by drawing everything to a canvas/framebuffer and then scaling that buffer. this works well for pixel art and it means that i only have to worry about 1 resolution. but how do you do it when you want things to be higher res when they're scaled up? for example, a font, instead of being scaled up, you would just use the same font but with bigger size. is the only way to deal with this by doing math on everything and placing it manually on all resolutions you care about or is there a better way?
Jonathan Thompson
Yeah but... it's so fun....
Liam Jones
Internal low resolution everything is rendered in. Everything. Nearest neighbor scaled up with black bars as needed.
Jacob Phillips
that doesnt work for anything that isnt pixel art
Eli Russell
I plan the to spend the next year doing environment art and trying to make a horror game.
Was just wondering, do people buy horror games?
I could also just make a zelda clone.
Focus on UE4, Modo and Substance try to make a horror game.
Take art from wind waker, try to make a zelda clone, but with procedural generation or something.
I cannot decide which to do
Charles White
---More progress--
Added spike traps.
Anyway, the game loop is very much like Dragons Crown. You got a couple of levels that you replay for loot and upgrades etc.
You got a spaceship, you jump into a black hole that takes you to medieval times.
I haven't actually done the loot part for weapons or whatever... just upgrade items (gems etc). Thinking of having some sort of RNG boost thing you can do before the levels to boost damage.
David Myers
Is this for a platformer? I've to agree with the others, it looks a bit awkward. Is it based on something, like another game's idle animation?
Nolan Morgan
With the upcoming zelda game on the switch, a game like that is probably popular right now. I don't really know about spooky games, it's a niche.
Brody Diaz
You mean like normalized coordinates where instead of using 0 to 1080p as coordinates you use 0.0 to 1.0 where 1 is full right then you multiply the coordinates by the resolution to get the coordinates at that resolution
Blake Baker
I'm working on an open-world Roguelike in GMS. I'm using DS grids for the map and I was wondering if anyone knew if there was a way to save map pieces in a text file and import them into the game, basically the way that Cataclysm DDA does it.
I can write them out piece by piece in the DS grid, but I'd rather save them in a visual format and convert them in game.
Aaron Roberts
>meme reply is source reek guy
Xavier Wilson
please respond
Nolan Nguyen
looks fun but i don't have windows and it crashed when i tried to run it in wine
Gabriel Scott
Nice user puttin in that work
Jaxon Campbell
>tfw about to buckle down and make a few hundred sprites
>Christmas family dinner >whole family finds out I've been trying to dev >"Oh shit you're gonna be a millionaire!" y-yeah, h-hah dev was a mistake
Asher Wright
>look herd leader i posted it again!
Levi Thompson
...
William Williams
excitement i guess, but i wouldn't know cus i'm too much of a pussy to play horror games. The only reason i WOULD actually play a horror game is when the story is really good.
Joseph Ramirez
lmao all my family is web developers and knows theres no money in computers
lol'd
Elijah Flores
looking good user! i watched 4 episode of fullmetal alchemist and played some overwatch.
Ian Walker
How can I import this spacedock obj model? I read you just have to drag a material on it, but it doesn't work.
Jeremiah James
...
Easton Cox
I tried doing subpixel fonts in a few mockups but eventually ended up deciding that it looked bad Here was the technical outline for what I was going to do though Instead of rendering to the canvas, when I want to add ui fonts, I just push everything to a love2d text object (you could simulate the same thing with just a ringbuffer and message/position/width pairs) then, for rendering:
if subpixel then > scale(2x) > draw(canvas) > draw(text) else >canvas:render( text ) > scale(2x) >draw(canvas) end
Joseph Lewis
At least it's not source.jpg
Bentley Thomas
when is winteru jam?
Nathan Rivera
>find thread of anubis devs game on another forum
welp, I guess hes about to make it
Nathan Thompson
>furry artist with an existing following and a knack for designing appealing characters makes it wow consider me surprised
Logan Phillips
>just got an IBM Model M keyboard
I... I can finally make game now...
Aaron Thompson
link
Jeremiah Peterson
I fucked up!
Leo Cook
why encourage mixels and shit just make a low res font
Joshua Rogers
made me kek
Carson Morris
Bokube-level animations
Landon Collins
is this game about propeller dicks?
Anthony Harris
swordcopter propulsion
add it as a feature /right now/
Logan Perry
...
Adrian Sanders
I just zoom the camera in, user.
Jaxon Scott
Shakedown mode
Mason Cruz
How much would it cost to pay someone in the Far East to create a set of pixel art sprites?
For argument's sake, a 2D kicking boxing game.
Charles Scott
Do you think I could make a walking simulator in the style of FF12 or Vagrant Story? I'm good at simple low poly stuff.
Jaxon Garcia
I have also had a problem.
Noah Gutierrez
>procedural generation >zelda clone No one plays Zelda for the core gameplay
Noah James
wait... zelda has a story?
Thomas Perez
It has level design and puzzles
Juan Barnes
oh so no story
Nolan Rodriguez
Anyone know what the best function to use in GML for code that alters the view once the player's mouse hits/nears the edge of the game window (in window mode or full screen)? Would window_get_mouse_x() work for both?