[QUOTE=Proj3ct_ZeRo;48819426]Game maker is the best. Back in school we had a project which involved making a game for class and I went all out, my game was fantastic in my eyes it was a side scrolling death match game where you played as a stick figure fighting other stick figures. It had rudimentary AI that could pick up weapons and multiple levels to choose from. The only thing I didn't factor in was the fact that my PC at home at the time was really really slow and the games was only operating at about a third of the speed it would run on a decent PC. So when I showed the game to the class on the school computers it was going so fast it was impossible to survive the AI's onslaught. Good Times.[/QUOTE]
In class our first project for the year was to make a simple game in GM and then at the end we'd set them all up in a room and try eachothers out, leaving feedback.
It was my first time using Game Maker so I wound up going overboard, just seeing what I could do. I made something like 20 rooms with 2 weapons, 3 enemies and 4 bosses. Nobody who played it got past the second room though, I'd made one of the platforming parts too tricky.
[thumb]http://i.imgur.com/aS0zEMS.png[/thumb]
[thumb]http://i.imgur.com/zsPYeZ5.png[/thumb]
[thumb]http://i.imgur.com/ogOt9Q9.png[/thumb]
[thumb]http://i.imgur.com/GO7HsCi.png[/thumb]
[thumb]http://i.imgur.com/LH0vgzI.png[/thumb]
[thumb]http://i.imgur.com/ALKOLwA.png[/thumb]
It turned out to be pointless though, most people in my class had made hideous Pac-man clones and passed just fine.
Fuck it im gonna make a game maker project. Havent played with gm in ages so should be interesting.
[QUOTE=Isaac96;48816586]Whats everyone's opinions on using default speed variables? I have been using my own recently and its lovely.[/QUOTE]
I always use my own speed variables. As chaz said it's more predictable. Since you have to deal with movement in its entirety that way you'll understand exactly how your player is moving too.
[QUOTE=Alice3173;48808787]One of the few games I'm even looking forward to releasing this year is a Game Maker game and the two games in the series before it were both quite good too.[/QUOTE]
For anyone curious about checking it out this [url=http://distortedtravesty.blogspot.com/2015/10/game-release-distorted-travesty-3.html]has been released[/url] now. You don't actually need to play the previous two games. There's an option on the main menu that quickly covers the most important details from the first two games. I also recommend playing until Gate 2 before writing it off as bad. The intro is the weakest part for a newcomer to the series.
For those who just want to know what kind of game it is, it's a pretty difficult metroidvania style platformer. It's got a somewhat interesting premise for a story and the humor is pretty good. The mainstay of the series has always been that it's very difficult though so keep that in mind before trying it. (Although with a few exceptions this one is the most fair of the series so far. The beginning is actually one of the more difficult parts from what I've played simply because of the way mechanics are dealt with early on.)
[url]https://marketplace.yoyogames.com/assets/1672/blood-engine[/url]
One of my assets is getting close to 1000 downloads that makes me really happy.
My silly little creation involves tiny half-life scientists that walk around saying "this all looks nominal" and "as I expected" you can kill them by clicking on them and they scream "DARG!" its all very silly.
[IMG]http://i59.tinypic.com/2vwu54z.jpg[/IMG]
[IMG]http://i.imgur.com/9vG29kv.gif[/IMG]
Making a small game about jesus saving animals. he cant drive a car because he got a dui.
I'm making a Metroidvania game with Mario gameplay mechanics/elements.
Been working on it for about a year now and it's really helped me learn the ins and outs of GameMaker: Studio.
[video=youtube;QxS3kKmW3mk]https://www.youtube.com/watch?v=QxS3kKmW3mk[/video]
Just finished implementing some inventory and shop stuff.
Here's another game I've been making. I recently set it off to the side because I kinda lost interest in it.
Coins rain down from the sky and the player must catch them with a bucket. If the coins touch you and not the bucket, you lose health. When you run out of health the amount of coins that you collected becomes your score and the game ends.
[video=youtube;wuZZ9F8zNDM]https://www.youtube.com/watch?v=wuZZ9F8zNDM[/video]
[QUOTE=Meirdent;48879314]I'm making a Metroidvania game with Mario gameplay mechanics/elements.
Been working on it for about a year now and it's really helped me learn the ins and outs of GameMaker: Studio.
[video=youtube;QxS3kKmW3mk]https://www.youtube.com/watch?v=QxS3kKmW3mk[/video]
Just finished implementing some inventory and shop stuff.
Here's another game I've been making. I recently set it off to the side because I kinda lost interest in it.
Coins rain down from the sky and the player must catch them with a bucket. If the coins touch you and not the bucket, you lose health. When you run out of health the amount of coins that you collected becomes your score and the game ends.
[video=youtube;wuZZ9F8zNDM]https://www.youtube.com/watch?v=wuZZ9F8zNDM[/video][/QUOTE]
Do you use the built in room editor?
Also I really hope game maker studio 2.0 comes out soon.
[QUOTE=Isaac96;48880208]Do you use the built in room editor?[/QUOTE]
Yes. I've been thinking about using GMARE, but I have no idea how it works.
I'm a mod over at [URL="https://www.reddit.com/r/gamemaker"]/r/gamemaker[/URL], and we're hosting our quarterly game jam next weekend. It runs for 48 hours between October 17th (00:00 GMT) to October 18th (23:59 GMT).
Anyone is welcome to come join in, and create a game. All you need to do is to download GameMaker, get creative and working in the 48 hour time span, and submit the game to win prizes.
There's more info on [URL="http://www.gm48.net/"]www.gm48.net[/URL] and [URL="https://www.reddit.com/r/gamemaker"]/r/gamemaker[/URL], and I hope to see at least some of you there!
[QUOTE=Isaac96;48853258][url]https://marketplace.yoyogames.com/assets/1672/blood-engine[/url]
One of my assets is getting close to 1000 downloads that makes me really happy.[/QUOTE]
Woah! Mind sharing some tips? My [URL="https://marketplace.yoyogames.com/assets/2347/jason-text-engine"]engine[/URL] has been on the Marketplace for over a month at this point, and only 3 people bought it. I'm not really good on the marketing side of things.
GameMaker, the good old days. I started out with it all the way back in 2001; it's really one of the biggest reasons I got into game development professionally. Haven't touched it in a long time since I moved on to C++, but I have fond memories.
I created this back when I was like 11:
[url]https://dl.dropboxusercontent.com/u/17984511/project%20negative1.rar[/url]
Should still have the source for that somewhere.
[QUOTE=Wormy;48910215]I would like to learn making games using a language like C# or Python instead but I am unable to find any relatively user-friendly 2D game engines which supports them.[/QUOTE]
For C# and user-friendliness, i'd go with Unity. It's as user-friendly as it gets. Note that it does have pretty competent 2D support these days.
Don't bother with Python for making games, really.
[QUOTE=Wormy;48910215]I really feel like making something in GameMaker since I have wanted to make a tiny little game for a while, a platformer game of some sort. I remember trying out GameMaker back when I was like 12 years old, and I made some horrible bad games that required pretty much no scripting.
I would like to learn making games using a language like C# or Python instead but I am unable to find any relatively user-friendly 2D game engines which supports them.[/QUOTE]
This is getting off-topic from GameMaker, but [url=http://godotengine.org/projects/godot-engine]Godot[/url] is a neat up-and-coming game engine that could easily dominate GameMaker in 2D game development. It needs to be a little more mature before I fully switch over to it, but I've been following it's development, since it's open-source and the developers interact with the community very well.
Though GameMaker is still a very capable engine if you know how to use it. It's scripting language leaves a lot to be desired, but it's enough to make any sort of 2D game.
[QUOTE=KillerJaguar;48918279]This is getting off-topic from GameMaker, but [url=http://godotengine.org/projects/godot-engine]Godot[/url] is a neat up-and-coming game engine that could easily dominate GameMaker in 2D game development. It needs to be a little more mature before I fully switch over to it, but I've been following it's development, since it's open-source and the developers interact with the community very well.
Though GameMaker is still a very capable engine if you know how to use it. It's scripting language leaves a lot to be desired, but it's enough to make any sort of 2D game.[/QUOTE]
been messing with godot recently myself, it's actually already very capable aside from poor documentation
[QUOTE=krail9;48929259]been messing with godot recently myself, it's actually already very capable aside from poor documentation[/QUOTE]
I haven't kept up with its development as much as I used to, but they were always very hesitant about opening up documentation to the public, out of for fear of vandalism.
GameMaker has really good documentation, but I think part of it comes from being so simple.
[QUOTE=KillerJaguar;48930128]I haven't kept up with its development as much as I used to, but they were always very hesitant about opening up documentation to the public, out of for fear of vandalism.
GameMaker has really good documentation, but I think part of it comes from being so simple.[/QUOTE]
I've just picked it up a while ago and I'm pretty sure Godot will be a goto place for people who want a more programming friendly engine. I think its getting pretty solid engine wise and that it'll start popping out more widely once the editor hickups are fixed.
At the moment the biggest problem is that its not behaving as an editor would; lots of hassle for small things like moving nodes without selecting childs, copying and editing existing nodes, editing tilemaps and managing scenes.
[QUOTE=CrashLemon;48930341]I've just picked it up a while ago and I'm pretty sure Godot will be a goto place for people who want a more programming friendly engine. I think its getting pretty solid engine wise and that it'll start popping out more widely once the editor hickups are fixed.
At the moment the biggest problem is that its not behaving as an editor would; lots of hassle for small things like moving nodes without selecting childs, copying and editing existing nodes, editing tilemaps and managing scenes.[/QUOTE]
Those kind of reasons are why I haven't fully made the switch to Godot. GameMaker gets the job done and works (for the most part).
The [URL="https://www.reddit.com/r/gamemaker"]/r/gamemaker[/URL] [URL="http://www.gm48.net/"]community game jam[/URL] ended a few hours ago, and we got [URL="http://www.gm48.net/?page=games"]48 games submitted[/URL], which is 11 more last time and the new record. I hope some of you participated.
Rating is now opened, but you need to sign in with a reddit account to rate. (sorry!)
I'm looking to tinker around with a tactical rpg akin to fire emblem/ogre battle, etc. Is game maker a good engine to achieve this? I've seen the new features unity 5.3 will offer so I'm torn between the two.
[QUOTE=Abaddabadon;48934442]I'm looking to tinker around with a tactical rpg akin to fire emblem/ogre battle, etc. Is game maker a good engine to achieve this? I've seen the new features unity 5.3 will offer so I'm torn between the two.[/QUOTE]
prototype it in gamemaker then choose if you need to switch.
[QUOTE=Abaddabadon;48934442]I'm looking to tinker around with a tactical rpg akin to fire emblem/ogre battle, etc. Is game maker a good engine to achieve this? I've seen the new features unity 5.3 will offer so I'm torn between the two.[/QUOTE]
The biggest advantage GameMaker offers over engines like Unity and Unreal Engine is that its natively in 2D. This means that you don't have to work around fake 2D in a 3D realm. Which, in terms of logic, facilitates alot when you start learning.
Definitely going to dive into Game Maker very shortly. My friends and I have had a pretty decent idea for a beat-em-up game that we've been itching to work on, and from the limited bits I've used of it, it's very easy to get a prototype up and running in it.
I have debated on using other engines for a 2D game (namely Unity or UE4), but Game Maker's productivity basically puts them both to shame for 2D games from what I've seen and experienced.
And while Game Maker does have a negative stigma around it (much like Unity does now), games like Hotline Miami and Undertale really do show that it's not the engine that determines if a game is good, its the developers using the engine.
This thread is dead compared to Unity and Unreal thread
I just don't use this thread much really, the commercial game I'm working on at the moment is in game maker but I just post in WAYWO.
[QUOTE=KillerJaguar;48947845]This thread is dead compared to Unity and Unreal thread[/QUOTE]
I agree. Ill start posting more stuff.
If I had a project I was working on, I'd post stuff as well
[IMG]https://i.gyazo.com/0b867d418b8c707103011f725310a27e.png[/IMG]
Finalized the games main mechanics and ui today. Now im going to balance the scoring system and create some levels before I release a test version.
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