GM round-up: Feb 2010

March 2nd, 2010

Well, that was February and this is a second round-up of Game Maker shooty-ness. For some bizarre reason, the denizens of the Yoyo Games website still seem unable to install joystick support into their games despite it being an incredibly simple matter – come on guys, it’s not rocket science and even those mouse-aimed shooters work better with a control pad for motion rather than W, A, S and D!

Modnar Ssob

Modnar Ssob by QOG
As the name might suggest (spell the words backwards if it hasn’t already) this is a game of randomly-generated boss battles “starring” enemies built out of glowing blocks. Okay, doesn’t sound particularly enticing but the execution is pretty neat and, whilst I could have lived without the inertia on the player’s ship making bullet dodging more difficult than it needs to be, it’s worth a few plays.

Project Raiden

Project: Raiden by monkeyman
Another one which does exactly what it says on the tin, Project: Raiden is monkeyman’s tribute to the Raiden series; this homage is well done and whilst it isn’t perfect as clones go, this is a decent bit of no holds barred blasting in its own right as well.

Sapharica

Sapharica by cakeowns1
Sapharica is an attractive bullet hell shooter; the player gets three ships to choose from (each with its own weaponry and a female pilot who is clearly stated as being over eighteen before the loli haters get upset) and then everything wants them dead and will throw hundreds of bullets around until that happens. The only qualm I have is that there are no difficulty settings (it’s set to “oh crap”) and some of the bullet patterns are seriously difficult, so the dodging involved shouldn’t be attempted at home unless by a trained professional.

PinkBurst

PinkBurst by YellowAfterlife
Oh lovely, another arena shooter with primitive graphics… you don’t see many of those around! Oddly though, despite the pseudo 3D movement and the grid reminiscent of Geometry Wars, the slower pace here is more in keeping with the zombie killing arena shooters doing the rounds; death is inevitable after time simply because the game will just keep throwing more and more enemies into the mix until the player’s gun is overwhelmed. Still, it’s fun once things start getting a little busy even if there’s no variation between enemies.

ROFL Copter

ROFL Copter by zephhyre
Okay, if I’m being totally honest this is pretty much “filler” because the February releases were mostly blandness with very little to write home about, but as ideas go I quite liked this attempt at turning the “fly the helicopter through the caverns” one button game into a two button shoot ‘em up – but be warned, the difficulty will almost certainly drive players mental.

And since there’s “traditionally” a look at three less successful designs… here are three less successful designs.

2054

2054 by DaBronstar
Oh dear… extremely uninventive stuff and essentially just the 1945 tutorial beefed up a little. The only positive is that whilst the graphics are lacklustre they’re not the ones provided for 1945. The movement pattern of the final boss is hideously erratic but, apart from that and the bullets that track the player for a while, it’s too easy and over too quickly.

Battlestar Galactica

Battlestar Galactica by richard_a_hamilton
One of the things that put me off Game Maker for quite a while was Viper Patrol, a Battlestar Galactica game developed with an older version of GM and “based on” the original series. This one might as well be Viper Patrol 2 because once more it merely has the Battlestar Galactica theme stapled over a bare bones shoot ‘em up that does absolutely no justice to the genre or subject matter.

Sepy

Sepy by nickman100
Goody, another shoot ‘em up where the author presumably thought that things like variety or challenge were optional! The graphics are just “meh” (and presumably just whatever was found for use), there isn’t any sound at all, the enemy patterns repeat after a couple of seconds whilst randomly lobbing bullets down the screen and the only redeeming feature (and I’m stretching things somewhat by describing it as “redeeming”) is that the player’s two lives go into battle side by side.

Share and Enjoy:
  • Digg
  • Sphinn
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

Wave hello…

February 23rd, 2010

Y’know what’s daft? Part of the idea behind this site was that the games would be simpler and more about experimenting with the languages; despite that, I seem to be spending a lot of time building systems that then need populating with large blocks of attack wave data! Stuff that for a game of soldiers, I reckon the next project is going to be an arena shooter with randomly-generated placements!

Anyway, I finally sat down with Dark Cavalier to populate it today and have about a minute or thereabouts of enemies now – the “plan” is to have four or five minutes in total and some of the nasties only spawning if the game is set to “hard” (so the best scores will be gained by using that mode) which initially had a suicide bullet system as well which rather ironically felt too damned difficult so they’ve been disabled. I might add a third “very hard” setting that brings them into play perhaps…

Share and Enjoy:
  • Digg
  • Sphinn
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

GM round-up: Jan 2010

February 1st, 2010

Okay, so my recently-sparked interest in Game Maker has given me something of an idea, I’m going to try producing a quick monthly round-up of new shoot ‘em ups built with GM, listing five of note and three more where things didn’t quite work out. The only “rule” is that the games must have been uploaded to Yoyo Games within the specified month.

Endless Battle

Endless Battle by XgamemasterX
This is a mouse-controlled boss battle where the player’s ship has the option of three primary weapons, each with a dedicated power gauge to worry about – flattening the bar will temporarily disable the weapon until it’s recharged. The mouse control is reasonable considering the busy nature of the game with the left button firing the selected primary gun and right triggering a missile attack and the only real issue is weapon selection being made with the mouse wheel, more because it’s overly sensitive.

Castle Marauder

Castle Marauder by KimboRambo
An arena shooter that presumably went to the Geometry Wars: Retro Evolved school of game design, but wasn’t keen on the lesson about twin stick control so took an evening course in mouse-based aiming. The “stand out” feature is the black on white monocolour graphics, they’re not particularly eye catching as such and when there are lots of particles around it’s problematic telling what is actually happening but not plumping for glowing vectors is something of a plus.

The Future

The Future by Makermancan102
A glimpse into the future where shoot ‘em ups have automatically firing guns and significant collision areas… actually, this should be more of a pain than it is, with that large hit box and only the one life it’s pretty much out to get the player from the get go but for some reason I found myself drawn back for “just one more go” a fair few times.

EverGlow

EverGlow by Makermancan102
This one isn’t strictly a shoot ‘em up because the player doesn’t get to fire during play – instead it’s a dodging game with each short attack wave consisting of a number of spawning points that kick out scads of bullets. It’s fun, although when things get seriously busy the job of spotting the bullets amongst the over-the-top particle effects does become difficult.

Hi-Voltage

Hi-Voltage by P200031
And finally, some more gratuitous pyrotechnics, but this time with the ability to fire back! As with EverGlow, the effect overload occasionally buries the hazards (in particular when the effect is turned up temporarily after something is shot) but generally speaking this is a no frills but solid blaster with a high difficulty curve and only one life issued at the start; it’s only the lack of sound which really lets it down at all, even a couple of spot effects would’ve sufficed but sadly the entire game is utterly silent.

And now the three that didn’t fare quite as well.

Assignment Two

Assignment Two by vicda
The “art style” is primitive and the backgrounds rather lurid, but the real passion killer has to be the control system; the player’s tank is moved horizontally with the A and D keys, space bar fires a shot but the aiming is via the mouse so the most successful technique I’ve found to date is not moving at all, purely concentrating on aiming and hammering the space bar like you hate it, which usually descends into an orgy of CPU-grinding particle effects.

Space Invaders - Remastered

Space Invaders – Remastered by AClockWorkLemon
What is it with people trying to reinvent the Space Invaders wheel and getting something square?! It might appear simple from a design perspective, but everything in there was done for a reason and Space Invaders Remastered misses some of the main points by several leagues.

Mission in Space - Elite Mission

Mission In Space – Elite Mission by Storyrock
This isn’t all that bad to be honest, sort of like Asteroids with fixed direction for the player ship. The problem is the execution, the controls locked down to either X or Y movement without being aware of diagonals, the enemy with the large vertical or horizontal laser fires in too erratic a manner to move around safely and re-spawning on top of something fatal happens far too often. Whilst annoying, the MS Paint look could’ve been ignored if those issues were attended do.

Share and Enjoy:
  • Digg
  • Sphinn
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

Now I know DarkBasic hates me!

January 31st, 2010

Yes I’m afraid its official now, DarkBasic Pro and I had something of a… tiff yesterday and as a result it spent last night sleeping in the spare room whist I spent the evening crying down the phone to my mother.

All I was wanting was to put a still image behind the 3D objects and the texture backdrop command appeared perfect for that job… except it wasn’t being highlighted as a keyword in the IDE and seemed to have no effect whatsoever. The reason (which I found squirreled away on the DBPro forums after about four hours of web searches, trying variations, swearing and re-reading the help files) is that the “texture backdrop” command is now classed as obsolete and, rather than throwing back an error or anything sensible like that, the compiler just goes ahead and ignores it entirely! I’m really not sure how “professional” any programming language can claim to be when the on-board documentation hasn’t been updated to remove depreciated commands like this, especially when the compiler itself has been told to paint over the cracks.

On the plus side, project 5 now has an “official” name – it’s going to be called Dark Cavalier because it sounded fairly cool when i did the “science fiction voiceover test” (essentially just saying the name as though you’re voicing a trailer for a new sci-fi blockbuster) and, after spending another two hours building the titles logo in Imagine and then finding a way to convert it to Direct3D for DBPro to work with, I’m knackered if it’ll get changed now!

Share and Enjoy:
  • Digg
  • Sphinn
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks

I think DarkBasic hates me!

January 24th, 2010

Or perhaps “hates” is a little strong but I’ve broken it a couple of times since picking Project 5 back up after my deadline; two of the nastiest crashes were just trying to do a find and replace on my source but there was half an hour of head scratching when the damned thing refused utterly to explain where the syntax errors it found were located in the bloody code – turned out the “issue” was some comments added to the end of a line where a constant was defined… if there’s one thing that bugs me it’s bad error reporting.

Un-named DBPro Project

But despite the tribulations there’s now a workprint of the still unnamed project. Apart from actually strapping a title page into the thing and performing the usual surgery so that the game can run as part of a larger loop rather than relying on the variables being nulled when they’re created, it’s pretty much done – the actual populating of the level will take a bit of time and i need to “fudge” a soundtrack as well…

Share and Enjoy:
  • Digg
  • Sphinn
  • del.icio.us
  • Facebook
  • Mixx
  • Google Bookmarks