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.

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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!

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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…

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Project 5 is alive

January 17th, 2010

In fact, the as yet un-named Project 5 (hey, maybe I should just call it that…?) is already up and partially running. I’m playing with the ad-driven release of DarkBasic Pro and have a small-ish game engine running, essentially a common or garden vertical blast but with the camera looking through the scene at an angle so that objects get larger as they move down and the entire thing has a little depth to it.

Getting used to “thinking” in 3D (even if the game itself only moves in two dimensions) has been quite uncomfortable, at one point I had quite a bit working and decided to add some particles to make things go “boom”, only to find out that the built-in particle engine is designed to run at a particular orientation and i’d designed my entire game at a ninety degree angle to how it’d look best – cue moving the camera, followed by head scratching and trying to work out which axis to rotate the objects on to get them the right way up!

I’ll probably have a screenshot in the next day or two (got a writing deadline next week so development’ll be slowing to a crawl until that’s safely out of the way).

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Of Invaders and Space

January 3rd, 2010

Another little challenge from Callan – this time he wants… well, I’ll quote what he posted to my Gamejolt profile and apologise in advance to my “regular” readers (all three of them, I can see their footprints in my server logs and things keep disappearing from the fridge) for what I suspect is now approaching bunny-boiling levels of obsession on my part. “Normal” services will resume when I’ve found a new development tool to knob about with.

Write a blog entry on what your saying when you say ‘playability’. I’m betting it’ll just boil down to being your own preferences rather than any universally recognised standards.

I was somewhat surprised by this because I was sure that just about everyone is now working to the standards set down by European Union directive 1978/06/EC, “Recognition, measurement and Disclosure of playability within computer and video games” (not to be confused with 1875/12/EC which actually pertains to board-based gaming and is an entirely different kettle of fish, or indeed 1933/09/EC which governs kettles of fish). Presumably Callan simply didn’t get the memo when it was sent out? As with most EU compliance documents, those standards are somewhat unwieldy, generally speaking the major requirement laid down is that games should actually be fun to play – who’d have thought it, eh.

Sarcasm aside it’s a ridiculous question – of course playability is based on personal preference and any opinions offered of a game will be subjective at some level regardless of if they’re posted to Gamejolt, a gaming blog, review website or indeed appearing in print, it’s simply impossible for them to not be. But at the same time that isn’t any kind of grounds to invalidate anybody else’s opinion, certainly not without knowing the writer can maintain at least some level of objectivity or at least some understanding of what informs their opinion. The whole point of being able to score games or write reviews on Gamejolt is to deliver personal opinions, the only other option would be for writers to try channelling some higher order of gaming gestalt and as with most large organisations they’re closed over the holiday.

After the hissy fits started, I popped on my rather fetching reviewing hat and offered up the following:

Callan asked via shoutbox if I thought “the original space invaders was unplayable” and my answer to that question is no, but that has almost no relevance to my opinion of Invaders From Space because as implementations go it really is an extremely poor one, taking only the bare minimum from the source material to the point where it bears marginally more resemblance to Galaxian. Either way, the sense of menace is lost entirely.

As a game in its own right there’s barely a game there to actually talk about because it’s quite obviously not built around the journey and focuses instead on the ending; I won’t spoil it, but variations on the “punch line” have appeared in science fiction for as long as the genre has existed.

Here’s a snippet of Callan’s response:

The menace? The journey? Sorry, when did these become required for ‘playability’??

Don’t look at me matey, there’s no point in what I wrote where it said that either the menace or journey were a requirement for playability and I’m fairly sure that anybody else actually comprehending what I wrote rather than merely skimming through and trying to bluff it will have realised that as well – but on the off chance that isn’t the case I’ll offer some clarification; the reference to “menace” was specific to Space Invaders because those invaders are, after all, meant to be invading and if the player doesn’t destroy them the game will be over (an important element for any clone that was totally omitted from Invaders From Space). The reference to the journey was, of course, merely a metaphor for the game itself as opposed to its ending and in that loose context every game has a journey, even a game of catch in the back garden which starts roughly along the lines of “fancy a game of catch?” with all manner of outcomes including “well, that was fun” or “did you have to throw it so bloody hard?!”.

Thinking about it, the most bemusing part of this entire situation (with a close second being how game developers three decades down the line can still make a total hash of copying Tomohiro Nishikado’s simple but still effective design) is the idea that anybody could get so unbelievably precious about something they didn’t invest even two hours into actually developing to the point where they feel “punished” by a less than generous score (and of the thirty eight downloads Gamejolt lists there are only six scores so presumably at least some of those didn’t think it even warranted a 1 vote) and spend more time justifying what they’ve done than it took to make – and since I’ve put far more time into explaining my opinion and my partner has started laughing in that way she does when a get a bee in my bonnet – this is the cut-off point after which I won’t be responding further.

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