Posts Tagged ‘Game Maker 8’

GM round-up: Feb 2010

Tuesday, 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.

GM round-up: Jan 2010

Monday, 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.

Challenging stage

Friday, January 1st, 2010

Ooh, i love a little challenge i do… and since today was extremely quiet and i had nothing better to do, when one presented itself i took it up.

First a little background; i set up a Gamejolt profile a while back but let it idle a little after adding Quantizer. When Abrogator was completed, i had a burst of what passes for activity around these ‘ere parts and added both it and Happy Ball Is Happy before spending a couple of hours mooching around to see what other shoot ‘em ups there were to play. ‘Cos i like a good shoot ‘em up.

One of the games i found was Invaders from Space, which i duly downloaded and played through. i thought it was utter rubbish to be honest, but since it didn’t crash my PC or barf back an error like a couple of games i’d downloaded before it, i gave it a 1 vote on Gamejolt, then wandered onwards and didn’t think any more about it – until this delightful missive appeared in the shoutbox on my profile from Callan S. himself:

Okay, here’s your challenge: Make a game that emulates a genre and adds a bit of a funny twist to the genre. It has to be a really short game. Make it in 1 hour and 49 minutes. And then I’ll one star it anyway, because that’s what you did to me. Get some perspective on what a games shooting for, instead of thinking all game designers have to do the same thing as you or they’ve failed.

The Art of Stellar War - in-game

And, in the same spirit as that comment i’ve taken up the issued challenge and would now like to roundly resent proudly present you all to The Art of Stellar War – a vertical shoot ‘em up with something of a deeper meaning behind it. It was developed from the ground upwards (including all of the graphics and sound effects) within the specified one hour and forty nine minute deadline, “emulates” a genre and adds a “funny” twist in the same way as Callan’s work, but unlike him i’ll be expecting one votes right the way across the board (knock yourself out, matey). Happy New Year, everybody. =-)

Abrogator released and PM

Thursday, December 31st, 2009

So, the last Illogistix project of 2009 is going to be Abrogator, a vertical blaster built in Game Maker 8. And just to break with “tradition”, since it was a remarkably short project i’ll go straight from the release announcement into an ad-hoc postmortem straight after this ‘ere screenshot!

Abrogator - in-game

What went right?
After the initial difficulty curve of picking up Game Maker i described in the previous post was past, it seemed remarkably friendly overall; because i wanted to approach it as a “newbie”, all of the graphics were created within the editor itself and i didn’t take it out of “simple mode” at any point, instead working within the restrictions it imposed.

The editor itself isn’t perfect, the graphics tools in particular are primitive at best and i’d seriously recommend others to avoid the masochistic approach i took for anything past “programmer graphics” to test things – and if anyone abuses objects in the way i did to simulate time lines, they’ll find that keeping track of what’s going on within the object is rendered more cumbersome by the window’s insistence on resetting the cursor to the top of the current list during test runs. That said, i can’t hold that against the program, after all the time lines in advanced are there for a reason and it was sticking to my “rules” for the project that saw me bouncing off that issue in the first place.

What went wrong?
Well, the game is rather hard because the collisions can’t be tweaked in simple mode to make them more generous; it’s not unplayable for that issue but players will need to take into account how limited the movement can be within the play area.

What was learnt along the way?
The biggie is that GM8 is quite powerful; i have already played with the advanced mode, the time lines and some other GML (this wasn’t the first project started in fact, the other will probably become Abrogator 2 at some point) and right now the idea of paying out for a registration code to get the pro version and the particle engine is proving quite tempting…

Final thoughts
i must admit to being mightily impressed by Game Maker, not just because it allows anybody with time and patience to produce a game but the way it’s almost a “back door” attempt to drag people into programming. Users come to it as a point and click environment and can produce simple games but eventually they’ll bump into limitations which require a fragment of GML to circumvent – the more they use, the more it’s possible to achieve and the braver people may well sit down and attempt to write an entire project with GML.

Yes there’s a lot of shyte out there developed with Game Maker and it has something of a reputation because of that, but the signal/noise ratio is because not every user is going to be able to design a game and there are quite a few pitfalls to be wary of [1] – but for those who persevere and throw some serious time at working on their pride and joy, the results can be superb.

[1] As an example, the “simple” way to make a shooter would be to dump a load of nasties into a room, tell them to reset to a random X and a Y off the top when they leave the room and just let things cycle around, i’ve seen one exactly like that where a smart bomb was included that caused thirty or so nasties to reset to the same Y, making an almost impenetrable wall – i wish i could remember the damned name of the thing!

Here we go again…

Saturday, December 26th, 2009

It’s time to start another project i think, it’s been quite a while since Happy Ball Is Happy was released after all… and since it’s just been released (and because i’m hoping to produce a write up of it for Retro Gamer at some point) i’m going to teach myself at least the basics of Game Maker 8, using the free Lite version. To keep things simple i’m aiming for a simple vertical “scrolling” blaster, taking selected hints on how to achieve some things from one of the tutorials on the GM8 website (the 1945 one) and essentially guessing the rest.

As a total GM n00b i have to say that initially it seems somewhat daunting (and i do feel that even some of the simpler events aren’t entirely logical, simple player movement was a bit more fiddly than i’d expected for example) but after the initial hurdle it’s proving reasonably easy to work with. At this point i’ve got a custom-designed player ship moving around over a dots-on-black starfield (i’ll pretty a load of the details up as i go along, it’s just there as test for the moment) which can fire a bullet on command.