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Fire with Fire Development Blog


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#1 StallionTG

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Posted 15 July 2012 - 08:36 PM

creativegametheory.com is a development blog focused on design, programming practices and marketing efforts of an indie game created using GM Studio. What better way to learn how to develop a game maker game then watching one from start to finish. I've been using game maker for over 5 years now, and would like to share my experiences through my new project.

Fire with Fire uses Game maker to its fullest potential, and nearly every aspect of game creation will be addressed in this blog. Plus I'll be doing things with Game maker that have never been done before while sharing every detail. Thanks for reading!

What will be covered in this website.
  • publishing on Android and iOS
  • Path scripting
  • online play and matchmaking
  • marketing technigues
  • graphic and spriting practices
  • user interface design
  • Particle effetcs

Edited by StallionTG, 16 July 2012 - 07:22 PM.

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#2 mrpeanut188

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Posted 15 July 2012 - 10:29 PM

graphic and spriting practices

:confused:

user interface design

:mellow:

Path scripting

:biggrin:

marketing technigues

:woot:

Edited by mrpeanut188, 15 July 2012 - 10:48 PM.

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#3 StallionTG

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Posted 16 July 2012 - 05:35 PM


graphic and spriting practices

:confused:

user interface design

:mellow:

Path scripting

:biggrin:

marketing technigues

:woot:


Alright, mrpeanut188 I'll post on the pathing then marketing. for actually GML though I'll post on here if you want my pathing script.
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#4 mrpeanut188

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Posted 18 July 2012 - 09:23 PM

Alright, mrpeanut188 I'll post on the pathing then marketing. for actually GML though I'll post on here if you want my pathing script.

I can wait. Although, alot of different pathings in GML are crap. I'm anxious to see how it turns out!

Edited by mrpeanut188, 18 July 2012 - 09:23 PM.

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#5 StallionTG

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Posted 19 July 2012 - 06:12 PM


Alright, mrpeanut188 I'll post on the pathing then marketing. for actually GML though I'll post on here if you want my pathing script.

I can wait. Although, alot of different pathings in GML are crap. I'm anxious to see how it turns out!


I have done a lot of experimenting with pathing for a few games(its all in the grid). I'm sure you will enjoy the upcoming post. I'm waiting until I create the creeps with more advanced movement patterns. Stuff like jumping over points.
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#6 mrpeanut188

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Posted 23 July 2012 - 12:30 AM

I have done a lot of experimenting with pathing for a few games(its all in the grid). I'm sure you will enjoy the upcoming post. I'm waiting until I create the creeps with more advanced movement patterns. Stuff like jumping over points.

What type of pathing are you planning with? A* or mp_step? Or another?
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#7 StallionTG

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Posted 26 July 2012 - 03:16 AM

What type of pathing are you planning with? A* or mp_step? Or another?


I'm going to explain this in regards to having many instances with each their own path. This works well with RTS games or click to move games. Fire with Fire is a little different becuase all the units use only 1 of 2 paths but in your game you might have units all over the place then tell them all to goto the same spot. Alright here is how it works. The mpgrid is very important. But no I do not use mp_potential step.
What I like to do is if it exists destroy the grid for each instance east step. Then re-make it. Because I have a very small room in fire with fire I make the grid for the entire room. But the real reason I remake the grid every step is in cases where you have a large room, in this case your grid should be a fraction.

Make sure the grid snaps to what ever factor your making your sprites and object masks. This pretty much wont work unless your walls are 24x24 or 32x32 or whatever it may be.

if mpgrid > 0{
mp_grid_destroy(global.mpgrid);}
mpgrid = mp_grid_create(0,0,room_width/24,room_height/24,24,24);

Next we add in our walls and other objects. Now in Fire with Fire its okay for the creeps to cross over each other but say in your game you want your units to bump into each other. First line adds all wall instances second line on, effects your units. This checks other unit_obj instances mpgrid and if they arent within 48px of the current instance then they are just ignored.
mp_grid_add_instances(global.mpgrid,wall,0);

with unit_obj{
if id != other.id{
dis = scr_dis(floor(x/24)*24,floor(y/24)*24,floor(other.x/24)*24,floor(other.y/24)*24);
if dis <= 48{mp_grid_add_instances(other.mpgrid,id,0);}
}}


Notice when we assign x, y,other.x, other.y in scr_dis what we are doing is making those variable snap to the grid by the 24x24 factor. here is scr_dis for you guys, This is just a normal distance between to points script.

value = sqrt(sqr(argument0-argument2)+sqr(argument1-argument3));
return value;



Now that we have our grid. Lets grid the path. use pathtop = path_add(); in the creation event, this one were just going to clear every step and re grid it. and were snapping the startx, y just like in scr_dis we need to do this for the goalx,y also. This ensures the path lines up with the mpgrid and makes this whole thing reliable.
path_clear_points(pathtop);
startx = floor(x/24)*24;
starty = floor(y/24)*24;
mp_grid_path(mpgrid,pathtop,startx,starty,goalx,goaly,1);

Now everything is setup, and a path is generated every step. what we do instead of mp_potential_step() or path_start() and this is a million times better and faster is simply get the direction of the instance when its going along its path, and then simply tell it to move in that direction.

direction = point_direction(path_get_point_x(pathtop,0),path_get_point_y(pathtop,0),path_get_point_x(pathtop,1),path_get_point_y(pathtop,1));
move_contact_solid(direction,1);

Edited by StallionTG, 26 July 2012 - 03:19 AM.

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#8 StallionTG

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Posted 04 August 2012 - 01:40 AM

Another post is up. This ones about preparation. Check out the other posts too I think were doing something that hasn't really been done before. Video demo coming soon.
http://creativegametheory.com/
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#9 StallionTG

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Posted 06 August 2012 - 02:18 AM

I'll be calling into the R9CAST radio show at allgamesnetwork.com Next Sunday at 7:30pm eastern.
I'll be talking about my experience with Game maker, and my game Fire with Fire.

Edited by StallionTG, 06 August 2012 - 02:19 AM.

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#10 StallionTG

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Posted 10 August 2012 - 05:00 PM

Just created a post on Designing for multiple screen types
http://creativegamet.../post.php?id=29
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#11 mrpeanut188

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Posted 11 August 2012 - 03:36 AM

Just created a post on Designing for multiple screen types

:P, I wish I had Studio! But GM8 is fine for a hobby. Anyways, I'll try to listen in.
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#12 Zachri Da Samri

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Posted 29 August 2012 - 03:36 AM

hey StallionTG. I hate to ask but could you be more specific about your path finding example? I don't know what to put as the mpgrid value, also does that code go in each instance that will use the grid, or an value keeping "HUD" object?

edit: does this work in the lite?

thanks much.

Edited by Zachri Da Samri, 29 August 2012 - 07:06 PM.

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#13 True Valhalla

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Posted 01 September 2012 - 08:38 AM

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