• Game Maker - Discussion
    132 replies, posted
[QUOTE=Zazibar;43077304]Game Maker is what got me into programming waaaaay back. My old username on the GMC was, [I]wait for it[/I], -0NL1N3-. Props to anyone who ever saw or used my shitty networking "engine" :v:[/QUOTE] Hey I remember you! How's it feel knowing you helped accelerate the era of crappy online games on the GMC for about 2 years? Which to be honest, I still enjoyed a lot. I'm not sure if anyone's even familiar with me. Aragon1029, worked on the GM8.0 and 8.1 decompiler, iOS decompiler and compiler and a few other things that I can't talk about because YYG's taken legal action against them lol.
[QUOTE=DatZach;43101604]Hey I remember you! How's it feel knowing you helped accelerate the era of crappy online games on the GMC for about 2 years? Which to be honest, I still enjoyed a lot. I'm not sure if anyone's even familiar with me. Aragon1029, worked on the GM8.0 and 8.1 decompiler, iOS decompiler and compiler and a few other things that I can't talk about because YYG's taken legal action against them lol.[/QUOTE] I couldn't figure out how to run the decompiler. That's hilarious in hindsight.
[QUOTE=DatZach;43101604]era of crappy online games on the GMC[/QUOTE] Dude. This was literally the best era on the GMC! Also I've seen a lot of people since migrate to Facepunch. I knew of you on the GMC as well.
[QUOTE=Zazibar;43077304]Game Maker is what got me into programming waaaaay back. My old username on the GMC was, [I]wait for it[/I], -0NL1N3-. Props to anyone who ever saw or used my shitty networking "engine" :v:[/QUOTE] Yeah I learnt the basics from your engine when I was like 14
Neato, didn't know we had a game maker thread Here's some stuff I never finished: baby ducks game [IMG]http://i.imgur.com/EFxauAL.gif[/IMG] moon resizing game [IMG]http://i.imgur.com/x26uxiE.gif[/IMG] and for something actually recent that I'm still working on anime nosebleed game [IMG]http://i.imgur.com/uMq0E0M.gif[/IMG]
[QUOTE=Tovip;43107623] and for something actually recent that I'm still working on anime nosebleed game [IMG]http://i.imgur.com/uMq0E0M.gif[/IMG][/QUOTE] Saw that in waywo! didnt know that was made in game maker thats super cool.
[QUOTE=Isaac96;43107741]Saw that in waywo! didnt know that was made in game maker thats super cool.[/QUOTE] The gray, generic blocks, and ariel font didn't give it away? :v: Only thing I was surprised by was the physics. Does Game Maker have some built in 2D physics now?
[QUOTE=jalb;43107761]The gray, generic blocks, and ariel font didn't give it away? :v: Only thing I was surprised by was the physics. Does Game Maker have some built in 2D physics now?[/QUOTE] [url]http://www.maartenbaert.be/extremephysics/[/url]
[QUOTE=Isaac96;43062167]1. I'm using game maker studio what are you using?[/quote] I don't use it any more, but I have yet to find anything I can make games as quickly/efficiently with. Maybe I'm just too used to GML. [QUOTE=Isaac96;43062167]2. Do you use gml or drag and drop?[/quote] I did when I was just learning it (I was about 10 years old, I think), but after a few months I was using GML and nothing else. [QUOTE=Isaac96;43062167]3. Why do you like or hate game maker?[/quote] I loved it before Mark Overmars gave it to YoYoGames, but I've now realized that it's pretty slow in any aspect, before or after YoYoGames. I still love it for rapid 2D game development, but I haven't used it in quite a while. [QUOTE=Isaac96;43062167]4. Are you looking forward to anything in game makers future? [/quote] Not really, I don't see YoYoGames doing anything good with it other than making it more bloated and/or expensive. [editline]Edited:[/editline] I have to add that there's something about Game Maker games that just makes it obvious that they were made with Game Maker. I dunno if it's the splash screen or something else, but every single time I see a Game Maker game I know immediately that's what it was made in.
I didn't make games in game maker, but I played a lot of game maker games. I vaguely remember most of them. Jetz Rampage was pretty good. Shame about the poor author. Depression... Calsoon was a fun series, never finished it though. There was also the first 'MMO' game maker game I played. It was kind of a medieval top down game, and it had the word 'realm' in its name. I think. They made me think about what I want to do as a child, and here I am now.
[QUOTE=Jookia;43107976]I didn't make games in game maker, but I played a lot of game maker games. I vaguely remember most of them. Jetz Rampage was pretty good. Shame about the poor author. Depression... Calsoon was a fun series, never finished it though. There was also the first 'MMO' game maker game I played. It was kind of a medieval top down game, and it had the word 'realm' in its name. I think. They made me think about what I want to do as a child, and here I am now.[/QUOTE] I remember that game, it was made using GML's native networking functions so you had to port forward to play it. I wish I could remember the name of it.
[QUOTE=jalb;43107761]The gray, generic blocks, and ariel font didn't give it away? :v: Only thing I was surprised by was the physics. Does Game Maker have some built in 2D physics now?[/QUOTE] Box2D its the same physics engine as that weird ass Love2d program [thumb]http://i.imgur.com/L2p6E0L.png[/thumb] Making my own type of platform touch controller from scratch all i have left is visual ques and dead zones to the movement system.
I found some Custom Made Metriod Engines for Game Maker while I was looking on the Internet for Metriod Fan Games. I take no credit for the creators of the engine. I simply found them. [B]ZeroEngine made by Zas:[/B] [URL="http://metroidr.brpxqzme.net/olympus_missioncontrol/viewtopic.php?f=12&t=846"]Metriod: Fan Mission[/URL] [B]ZeroEngine Tech Demo Video:[/B] [video=youtube;zspwDy73F_w]http://www.youtube.com/watch?v=zspwDy73F_w[/video] [URL="https://www.dropbox.com/s/03te7957diu9w8t/ZeroEngine.zip"][B]ZeroEngine Download w/Source[/B][/URL] My thoughts: Even though the source files are from GM6, I was able to open with GM 8.0 Pro, but it had an error. I fixed it though so now it compiles correctly. Closest to Metriod: Zero Mission I've ever seen, although there are some features missing and the code is all over the place and confusing. Has a couple of enemies and 2 bosses (Ridley and the Worm). All or most of Samus' abilities(excluding Zero Suit Samus) are implemented (Charge Beam, Missile, Super Missile, the Varia/Gravity Suit, etc.) [B]Metriod Engine by Korosu v4[/B] [URL="http://metroidrevival.freeforums.org/metroid-engine-kousoru-v4-0-discontinued-t10.html"]LINK 1 : Metriod Revival[/URL] [URL="http://am2r.freeforums.org/metroid-engine-kousoru-v4-0-v5-canceled-t482.html"]LINK 2 : AM2R[/URL] [B]Screenshots[/B] [IMG]http://i54.tinypic.com/16jh5ph.png[/IMG][IMG]http://i56.tinypic.com/21aijb4.png[/IMG][IMG]http://i54.tinypic.com/2agp3cz.png[/IMG] My thoughts: This one is not as complete as the ZeroEngine. All of the basics movements and most of the upgraded abilities are implemented. This engine has one enemy though. Also, death animations and code hasn't been implemented. I hope everyone finds this useful if they want to make a GM Metriod or Metriod based game.
[QUOTE=Pat.Lithium;43110840]I remember that game, it was made using GML's native networking functions so you had to port forward to play it. I wish I could remember the name of it.[/QUOTE] I didn't have to port forward. Suddenly my younger years of Internet usage feel that much less secure.
[QUOTE=Jookia;43118052]I didn't have to port forward. Suddenly my younger years of Internet usage feel that much less secure.[/QUOTE] There's a LAN message client in older versions of Windows I think, activating it on a plain ISDN connection caused a (small) flood of spam and ASCII-art porn ads :v:
Game Maker single handedly started my game development ambitions. Haven't used it in ages though, using LÖVE for prototyping nowadays. Some of my old stuff: [img]http://www.clavusaurus.net/static/images/projects/leip/4.jpg[/img] [img]http://www.clavusaurus.net/static/images/projects/madnesscalamity/1.jpg[/img] [img]http://www.clavusaurus.net/static/images/projects/advancewars_blastem/2.jpg[/img] [img]http://www.clavusaurus.net/static/images/projects/voidmachina/3.jpg[/img] [img]http://www.clavusaurus.net/static/images/projects/voidmachina/1.jpg[/img]
[QUOTE=E3245;43117988]I found some Custom Made Metriod Engines for Game Maker while I was looking on the Internet for Metriod Fan Games. I take no credit for the creators of the engine. I simply found them. My thoughts: Even though the source files are from GM6, I was able to open with GM 8.0 Pro, but it had an error. I fixed it though so now it compiles correctly. Closest to Metriod: Zero Mission I've ever seen, although there are some features missing and the code is all over the place and confusing. Has a couple of enemies and 2 bosses (Ridley and the Worm). All or most of Samus' abilities(excluding Zero Suit Samus) are implemented (Charge Beam, Missile, Super Missile, the Varia/Gravity Suit, etc.) My thoughts: This one is not as complete as the ZeroEngine. All of the basics movements and most of the upgraded abilities are implemented. This engine has one enemy though. Also, death animations and code hasn't been implemented. I hope everyone finds this useful if they want to make a GM Metriod or Metriod based game.[/QUOTE] I honestly wouldn't bother with this, it is pretty neat but a lot of these engines are very outdated and poorly written making them a nightmare to work with now (especially since you probably can't get help with it). [editline]9th December 2013[/editline] Found my old photobucket account from 2003-2009 (Oh god) Among it were some old gems: The first game I published, I uploaded it to yoyogames many years ago but cannot find it. I don't remember what it was but it was a Zelda clone. If anyone can find it give it a play if you want a laugh. [t]http://i36.photobucket.com/albums/e46/pat_stix/2.jpg[/t] Topdown shooter game: I remember little about this game except it had basic AI pathfinding and a neat squad system. You could rescue trapped soldiers to help you defeat all enemies in the area to progress to the next. [t]http://i36.photobucket.com/albums/e46/pat_stix/scr3.png[/t] I very vaguely remember this game, I believe it was a fast paced platformer shooter type game, where you clear a series of levels then fight a boss to move on to the next world [img]http://i36.photobucket.com/albums/e46/pat_stix/s3.png[/img] Zelda Lost Coast: A zelda fan game that I developed from a Zelda engine I made. It had all the features of a classic Zelda game, working combat every item from bombs to hookshot to bow worked 100%, cliff jumping, chests. I was very proud of the engine and wanted to make a Zelda game. I made up until the end of the first dungeon before I lost the source file for it. [t]http://i36.photobucket.com/albums/e46/pat_stix/zelda.png[/t] Switch: Was a puzzle game that I made after the Karoshi craze. The idea was original when I made the game, you played as a black character on a white background standing on black blocks, you could press down and up to swap colors, flipping you over, reversing your gravity. You had to find a way to the door using puzzle devices like toggling locked blocks. You could only move through the opposite colored blocks, blocks of the same color, grey or lock blocks stopped you. Was the first game I made with a functioning level editor. [t]http://i36.photobucket.com/albums/e46/pat_stix/4-1.png[/t][t]http://i36.photobucket.com/albums/e46/pat_stix/5-1.png[/t] Pets Online: One of the founding games that started the shitty online gamemaker game movement on the GMC. Pet online was a non combat game where you hung out with your friends and adopted a pet. Combat was later added increasing the peak players tenfold, adding hostile enemies that dropped cash you could use to buy pets and outfits. [img]http://i36.photobucket.com/albums/e46/pat_stix/petsscreeny.png[/img][t]http://i36.photobucket.com/albums/e46/pat_stix/screenshot2-1.png[/t] Mega Man Battle Arena: A 4 player online megaman deathmatch. I originally planned to add other megaman characters such as the robot masters from the games. [t]http://i36.photobucket.com/albums/e46/pat_stix/mmba2.png[/t] Dragonia: An online RPG with a rune based magic system, mounts and a progressive quest system. Server never went live outside of beta testing, peaked at around 10 players who were all selected by me to test. [IMG]http://i36.photobucket.com/albums/e46/pat_stix/wootsdragons.png[/IMG] and it also had a fishing system which had a nice little physics thing I programmed [img]http://i36.photobucket.com/albums/e46/pat_stix/rod.png[/img][img]http://i36.photobucket.com/albums/e46/pat_stix/fishing.png[/img] Heres me using the only fishing spot in the game. You either caught fish, a dragon egg or boots. My character is a slug because of a super rare drop from the momma slug that let you transform into a slug, letting you mimic its movement and attacks and hiding your name. [t]http://i36.photobucket.com/albums/e46/pat_stix/clipboard.png[/t] [editline]9th December 2013[/editline] This serves as a history of my time as a game developer and graphic artist. I went from this [t]http://i36.photobucket.com/albums/e46/pat_stix/1.jpg[/t] to this [img]http://i.imgur.com/T1vh1.png[/img] over about 8 years
I was rather bored, so I did a quick little raycasting thing. [img]http://i.imgur.com/XvRsv6g.png[/img] 110~~130fps without game logic and sprites. I wonder if I'll be able to get a decent framerate in a game with it.
[QUOTE=Zero Vector;43107908]I loved it before Mark Overmars gave it to YoYoGames, but I've now realized that it's pretty slow in any aspect, before or after YoYoGames. I still love it for rapid 2D game development, but I haven't used it in quite a while. Not really, I don't see YoYoGames doing anything good with it other than making it more bloated and/or expensive. [editline]Edited:[/editline] I have to add that there's something about Game Maker games that just makes it obvious that they were made with Game Maker. I dunno if it's the splash screen or something else, but every single time I see a Game Maker game I know immediately that's what it was made in.[/QUOTE] Most of that stuff is not really true anymore (I don't know when you last used it). I used to hate YoYoGames as well for a long period of time, but they have done some impressive stuff lately. GameMaker is magnitudes faster than it used to be especially since you can compile your game to native machine code (converts it to c++ and compiles). The splash screen isn't the same as what it used to be in the older version (that loading bar and shit) so it's harder to tell if something is made in GameMaker. [QUOTE=Jookia;43107976]There was also the first 'MMO' game maker game I played. It was kind of a medieval top down game, and it had the word 'realm' in its name. I think.[/QUOTE] Realm of Past worlds was an amazing game and a huge inspiration to me. Without it, I probably would have never been inspired to learn how to make online games/mmos which is probably one of my best skills by now. As for my own experience with GameMaker, it was the first thing I used and it taught me how to program when I was about 10. Stuck with it for a long time until I learned C++ and realized GameMaker actually had pretty poor performance. But probably in the past 6 months or so I learned that it's actually quite powerful now (especially with the compiler) and nothing else really compares to how easy it is to make cross platform games at the click of one button (except maybe unity) so I've been using it quite a bit recently. [editline].[/editline] One of my first "MMO" games in GameMaker made around 2008. I sure have improved a lot over the years :v: : [IMG]http://i.imgur.com/KLPDdmL.png[/IMG] To this: [IMG]http://i.imgur.com/7fzumAk.png[/IMG]
Found an issue with draw_sprite_part_ext and transparent images. [img]http://i.imgur.com/Aeqe0vw.png[/img] Welp, revisiting GM and writing a raycaster with it was a fun ride, too bad the ride crashed and burned real bad.
[QUOTE=Electroholic;43202375] One of my first "MMO" games in GameMaker made around 2008. I sure have improved a lot over the years :v: : [IMG]http://i.imgur.com/KLPDdmL.png[/IMG][/QUOTE] Oh Revel, I remember this game.
[QUOTE] 1. I'm using game maker studio what are you using? [/QUOTE] GM6.1 for as much and log as I can manage. I've loathed everything since GM7 because of the yoyogames invasion. I have GM Studio for release versions of stuff but I hate how bloated it is compared to GM6.1. I also only have GM6.1 on an ancient, underpowered Dell laptop that can't run anything with more than 1000 instances. [QUOTE] 2. Do you use gml or drag and drop? [/QUOTE] GML almost exclusively these days. At first I always used D&D because I didn't know any better. I've come a long way since and have a grasp of C++ now so GML is a piece of cake in comparison. [QUOTE] 3. Why do you like or hate game maker? [/QUOTE] I love how many possibilitites there are with GM with one exception. Another thing I hate is, as others have said, its slowness. On the other hand that's had a legacy on me and now I get kind of obsessive about writing fast code (though in C++, I usually don't have the patience for its weird optimization). I hate how there's no access to graphical stuff like shaders as I feel the possibilities would be even greater in such a case. There are some things like good lighting which I have just not been able to efficiently implement, and I am certain that could be done with shaders. On the GMC, way back then I was called billi999 too. I only stuck with the name so people would be able to identify me across communities if the possibility ever presented itself. I made awful, awful games that never got finished, nothing I made back then is worth looking at but I've stepped things up a hell of a lot since. I will probably post some content later.
I got GameMaker:Studio Standard from the recent free promo, only tried it briefly once before but never made anything. I like how GML's close enough to Javascript that it's intuitive, but drag-and-drop is mostly enough for what I've done so far. Here's a thing I did to see what I could make while learning GM for a week (I ended up spending at least another week plus breaks in between). I did some basic rhythm game mechanics in 2-3 days. The rest of the time was spent on the title screen and adding songs. There aren't even any high scores and combos don't affect your points in any way. It also goes completely out of sync if there's even a slight frame-rate drop or if the music loads slower/faster than expected but w/e. I found GM to be as easy to start using as advertised. [IMG]http://i.imgur.com/uJPnrV0.png[/IMG] [U]Title Screen:[/U] [video=youtube;c_6A69EB6NI]http://www.youtube.com/watch?v=c_6A69EB6NI[/video] DMX Presents: Unnecessary Hypeman Hero boasts a fantastic soundtrack comprised of both classic and contemporary artists such as ABBA, Cyndi Lauper, and Carly Rae Jepsen, with an excellent leading performance by Award winning artist DMX, whose awe-inspiring vocal performance brings a unique twist to each of the songs you know and love. [U]Song preview:[/U] [video=youtube;omlC_sDO9ko]http://www.youtube.com/watch?v=omlC_sDO9ko[/video] [U]100% Real Critic Impressions:[/U] [QUOTE]* A fresh spin on the Rhythm Genre that breathes new life into a dead and decaying genre. - IGN * DMX bolsters the game's already-excellent soundtrack with an awe-inspiring vocal performance. - Patricia Hernandez, Kotaku * A smartly crafted reinvention of the Rhythm game as we know it. 9/10 - Polygon * Possibly the most innovative creation in the gaming industry since its inception. - Gamespot * Finally, the penultimate musical game experience - WorldstarHipHop[/QUOTE] [U][B]Full tracklist:[/B][/U] [U]ABBA[/U] - Dancing Queen [U]Carly Rae Jepsen[/U] - Call Me Maybe [U]Cyndi Lauper[/U] - Girls Just Wanna Have Fun [U]Sixpence None the Richer[/U] - There She Goes [B]*Bonus Holiday Track:[/B] [U]DMX[/U] - Rudolph the Red Nosed Reindeer [U]Gamestop Preorder Exclusive DLC:[/U] Bee Gees - Stayin' Alive Celine Dion - My Heart Will Go On George Michael - Careless Whisper Madonna - Holiday [U]Controls:[/U] Play with Q/W/E/R. Press P to toggle auto-play, T to toggle stuff used for testing, F12 to reset the game. [URL="http://gamejolt.com/games/dmx-presents-unnecessary-hypeman-hero/download-distribution/21850/?os=windows"] Download (18mb)[/URL] [U] tl;dr:[/U] We game developer now. Play my garbage GM demo.
[IMG]http://i.imgur.com/AWxzn33.gif[/IMG] playing around with Game Maker's particle system. The gif seems to be cutting some frames out
[IMG]http://i.imgur.com/QxLCDNX.gif[/IMG] - [URL="http://imgur.com/a/aiewF"]album here[/URL]. It's a physics puzzle/platformer made in GameMaker: Studio. I've spent a couple of hours on it. It's nothing much, but I intend to release it as fully-commented open source. That way, beginners and alike can have a go at the code and learn from it. Here's a DL to the .exe file, so you can try it: [url]https://dl.dropboxusercontent.com/u/58332853/Starshifter281213.exe[/url]
[QUOTE=Wave160;43337056][IMG]http://i.imgur.com/QxLCDNX.gif[/IMG] - [URL="http://imgur.com/a/aiewF"]album here[/URL]. It's a physics puzzle/platformer made in GameMaker: Studio. I've spent a couple of hours on it. It's nothing much, but I intend to release it as fully-commented open source. That way, beginners and alike can have a go at the code and learn from it. Here's a DL to the .exe file, so you can try it: [URL]https://dl.dropboxusercontent.com/u/58332853/Starshifter281213.exe[/URL][/QUOTE] those levels were pretty brutal, I feel like it could ease you into the difficulty a little softer, also the music resting every time you die was a little annoying after a while. But I had fun, where are you planning on distributing the source? I'd love to take a look at it.
[QUOTE=Tovip;43341403]those levels were pretty brutal, I feel like it could ease you into the difficulty a little softer, also the music resting every time you die was a little annoying after a while. But I had fun, where are you planning on distributing the source? I'd love to take a look at it.[/QUOTE] Most of those levels will be re-done. They were just spur of the moment ideas that I wanted to try out. I plan to gradually increase the difficulty, so it doesn't start off as brutal; have the player learn the mechanics before putting them through hell and all. I'll look into the music part. I might have to shift around the audio code quite a bit. As for the distributing, I haven't considered that yet. Any ideas?
[QUOTE=Wave160;43342291]Most of those levels will be re-done. They were just spur of the moment ideas that I wanted to try out. I plan to gradually increase the difficulty, so it doesn't start off as brutal; have the player learn the mechanics before putting them through hell and all. I'll look into the music part. I might have to shift around the audio code quite a bit. As for the distributing, I haven't considered that yet. Any ideas?[/QUOTE] Never released anything like that personally but if it's for game maker beginners the game maker forums are pretty good for that [url]http://gmc.yoyogames.com/[/url] (at least it was back in the day, I haven't been there in a while.).
You can get a Standard Edition license for free again. [url]http://gamemakerblog.com/2014/02/22/gamemaker-studio-standard-edition-is-free-for-a-limited-time-50-value/[/url] Learn to make video games, yo :eng101:
I made a [URL="https://play.google.com/store/apps/details?id=com.DiscoBuildInteractive.VoidInterceptor&hl=en"]stupid game on the Android market[/URL] with Game Maker. I kind of just pushed it out because I thought it'd be cool to have something on there.
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