Posts Tagged ‘released’

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!

Happy Ball escapes!

Monday, October 5th, 2009

Although there’s an issue on Vista Home which refused to play nice despite every other version of Windows being relatively cheerful about it, i’ve decided to release Happy Ball Is Happy to my fans – all two of ‘em! For anyone not following the development, Happy Ball’s Happy Place has been invaded by an evil Big Happy Ball and it’s army of minions; the overall goal is to destroy the Big Happy Ball whilst avoiding or toasting the smaller ones launched.

click here for more happiness than you can normally shake a stick at and a postmortem will follow at some point.