Posts Tagged ‘Game Maker Studio’
Ludum Dare 27 game jam concluded and Deconstructeam gave birth to a little dungeon puzzler called Dungen Dogan’s Cursed Crew. In this game you play as Dr. Dogan, who along with his men just raid the tomb of an ancient god whose curse fell upon them: just 10 seconds of life left. Luckily, the weak spot of this god is the black amber, and the dungeon is full of them. In order to escape the temple, you’ll have to combine wisely you team skills and manage accurately the 10 seconds of life of each crew member if you expect to making out alive.
We are pleased with the result, a humble game with a correct duration. However, this time we had other motives beyond the pleasure of making a game in just a weekend: with the Game Maker: Studio license recently acquired (thanks to the funds of our recent crowdfunding campaign), Ludum Dare presented itself as an excellent opportunity to make an intensive training and finally take the leap from ImpactJS to this new game engine.
I had already made my first steps with the free version of Game Maker, but never made and finished a full project, pretty important matter to me. So, since this game engine is going to be my intimate partner during the development of Gods Will Be Watching, I grabbed the documentation, and stepped into making a game in less than 72 hours. The result stands for itself, a proper game, with several flaws, but a game nonetheless. My verdict: highly satisfied with what Game Maker: Studio has to offer and with how it’s going to improve our production power. Even having to learn along the way, the development speed increased notably in comparison with my beloved ImpactJS, not to metion of its huge variety of supported platforms. With few adjustements, Dungen Dogan’s Cursed Crew was working perfectly on browser and Windows.
I don’t know about you, but personally had many prejudices against Game Maker, particularly through the “Make games without programming skills” slogan. Once I tried his drang’n'drop interface and procured to keep myself far away from it. But knowing that Locomalito‘s games or the same Hotline Miami, were developed with this game engine, I finally decided to give Game Maker a chance, taking as guarantee this games which I worship for their high quality. Great surprise since once left behind the point’n'click programming thing, I took a deeper look at this scripting language GML (Game Maker Language) and discovered its high flexibility and the variety of tools and functions at your service which make your life quite easier regarding the most usual practices when developing a game (mostly about the collision handling).
I’ve never programmed with such agility as in Game Maker, and with no doubt Dungen Dogan’s Cursed Crew would have been much harder to create with ImpactJS. I’m happy knowing that Gods Will Be Watching is going to become a highly polished product and, despite the fatigue that brings a game dev marathon of 72 hours, I’m eager for working even more than before.
So this is my first time doing an entry for LD. Decided to do it on a whim since the game I was working on this month for 1GAM was kinda not panning out so well. Decided to make a minimalist Tower Defense game. I’ve only been working on it since today so I only have the basic enemy pathing and one turret in, but progress of any kind is good. Made in Game Maker Studio
And with 17 hrs to go! It was a great experience as always. Here’s an action shot:
And you can check the game out here: Preview
Ever since I was a kid I had something with video games, whether it was making silly card games with pieces of papers or making lame interactive stories in power point, I always looked for a way to create them…bla, bla bla! I don’t have time and nor do you to read the story of a 16th year old who always has dreamed about being a video-game designer, and has gone through everything form Modding to Unity 3d (which I guess is the case in many of us!) so I’ll go to my point
When the charity game jam was first announced I told myself “Cool I’ll give it a try”…and finally, the day arrived, November 24th at 12:00 A.M. I hadn’t read the rules or the jam’s theme until that moment. When I found out it was a NES theme I got excited and started working immediately.
After some minutes of thinking about my game, I found this book called “Mitos y Legendas de Guatemala” (Myths and Legends from Guatemala) which is a compilation ghost stories and urban legends from my beloved country, Guatemala There I found this famous legend of a diabolical dog called “El Cadejo” who wanders the streets at midnight looking for drunken people, whose souls he devours. But there is another type of Cadejo, the white coated one, who instead of having a feast on it, protects the human soul from being cursed or stolen by demons and other supernatural beings. That’s how I came out with the simple story behind my game: You’re a white Cadejo who has to protect the soul of a drunken man from incoming hordes of black Cadejos who are trying to devour it.
Since I’m not good at 2D games in Unity, I decided to use an old tool called Game Maker. Everything (except the music and sound effects) was made from scratch for this game. The music is from ‘Retro PC Games – Tokyo Japan’ and for the sound effects I used SFXR. The barks and growls are from Nine Tails and Venusaur from Pokemon I would have loved to use my own FXs but I don’t know a thing about creating 8-bit sounds!
At the end of the post there are some screenshots of my game. You can look for it at the funkytron as “El Cadejo: A Guatemalan Horror Story” or if you don’t feel like it, go directly to the mini-site where you can download the game (just a simple .exe ;)) and watch the first five minutes of gameplay! I’ll be adding more levels and a boss fight at the end. If you are interested, follow me on twitter (@Hyde_WS) so you can know when the update has been done.
In conclusion, I LOVED the Charity Game Jam. It was a great experience and I learned a lot, I’m definitely in for the next Ludum Dare. I hope you enjoy my game and If you feel like giving some feedback and constructive critics, please do it
- debugged. Stupid GM room editor inserted two player objects on top of each other, resulting in some pretty crazy behavior during collisions.
Getting closer to being ready to attempt to implement a little AI behaviors and start linking them up to create evolutionary behavior. I hope to be able to replace the shitty placeholder sprites with something real once I have core gameplay up.