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YoSniper

Member Since 29 Apr 2009
Offline Last Active Apr 27 2013 05:50 PM

Topics I've Started

Looking For Sprite Artist Frequently Available

11 March 2013 - 06:46 PM

Hello Game Maker Community,

Right now, I am developing a game called Detonation Zone, based off of the PS1 game Blast Chamber. Players navigate a rotatable chamber in order to get a crystal into a reactor before time runs out, while avoiding a variety of obstacles.

I already have basic player sprites and all of the small stuff, but what I need down the line are larger sprites (~640 x 480) for cutscenes. I need someone who is capable of drawing these kinds of sprites (doesn't have to be extremely artsy,) and can be available enough so that I can maintain strong communication. I would prefer someone who doesn't leave for weeks at a time regularly.

These are examples of what the main gameplay currently looks like:
Posted Image
Posted Image
Posted Image
Posted Image

If you are interested, please reply to this thread (or send me a PM. I tend to respond quicker to those.)

Thanks!

- YoSniper

Revamping my first game: The 9 Divine

26 November 2012 - 04:02 AM

Hello, Game Maker community,

It has been literally years since I've posted anything on this forum, but I figure this would be my best audience for this particular project. Back in 2009, I tried my hand at making this game from bare-bones code and sprites, and clearly I had no idea how to make a good difficulty curve or avoid significant lag. Over the years, I have improved greatly in my programming skills, and I have found quite a few people over the internet who have helped me out with sprites, music, and testing.

Given that my usual team has been incredibly busy, and I've had a hard time getting attention for this game, I turn to you to provide feedback.

Here is the basic premise, although I am not very good with story lines: an advanced terrorist group -- the Sinister Forces -- have kidnapped dozens of scientists and forced them to create a deadly weapon from special crystals. The 9 Divine soldiers have been summoned to stop the Sinister Forces from using their weapon by destroying the shards that comprise the weapon, rescuing the scientists, and defeating the terrorists.

This game is loosely based on Donkey Kong Country, in that you go through a series of levels, and you can revisit any level you have already beaten. Ultimately, you want to destroy the shard in each level, and rescue all of the scientists (it only counts if you rescue them all in one run for that level.)

Now, to address some comments before they are written, most of the sprites and backgrounds are primitive, meaning that they are taken directly from the older version, where they were all drawn in MS Paint by yours truly. This is why I look for people with actual artistic ability. Many of the sound effects are also my own doing (I am still looking for voice actors for most of the soldiers, FYI.) What I am most concerned about regarding feedback at this point is how the game feels, and any bugs you encounter.

One mechanic in the game that may be misinterpreted as a bug is what I call "virtual jump." You cannot double jump in this game, but you can walk off of a ledge and jump in midair. This is based off of the roll jump in DKC. You cannot virtual jump off of climbable objects like ladders and ropes.

Default Controls:
Arrow keys move you left, right, up and down.
Spacebar makes you jump, or confirms a selection on a menu screen.
F makes your character attack, or exits from a menu.
D makes your character interact with switches and buttons
S activates your character's special attack (requires 50% spirit power)
Esc pauses the game.

You can configure your controls to your liking from the main menu.

DOWNLOAD ALPHA 1.5 HERE: http://www.mediafire...q3ueoo6ox5ld67a

Screenshots, as requested:
Title Screen: Posted Image
Map Screen: Posted Image
First Level: Posted Image
Boss Level: Posted Image

THIS ALPHA INCLUDES 10 LEVELS THAT SPAN TWO WORLDS, ONE OF WHICH IS A BOSS FIGHT. PLEASE GIVE FEEDBACK!

Sound Just Doesn't Play?

02 November 2011 - 01:58 AM

So, I've been working a long time on a game, and I've recently come across an annoyance that seems to persist.

In a "cutscene" I have programmed, I have dialogue between two characters, and the dialog varies depending on who is speaking.

This consists of quite a few sound files (.wav) that I have stored in my .gmk project.

One of the sounds is not broken at all (you can play it and listen to it in the regular Game Maker interface,) but when I try to play it while the game is running, it often times will not play.

I cannot think why this would be a problem. No other sounds are playing at the time this sound is supposed to go off, and the code has no misspellings or anything like that. Can anybody explain this? It only seems to happen with this one sound.

Porting to consoles

13 April 2011 - 05:14 PM

Hello everybody,

I've been working on a game for about a year now with the intention to sell it, but no real idea on how to sell it. I've heard that the game Spelunky (now on the Wii) was originally developed in Game Maker.

My hope is that the game I am currently developing (Detonation Zone) could potentially be ported to the Xbox 360 either by way of the Live Arcade, or on discs through an agreement with Microsoft or whomever.

The game at present uses external files for level data and save files, so I'm not sure if that would be a problem or not. I was also hoping to incorporate online multiplayer capability, but I haven't figured that out yet.

Please let me know what you think I should do.

Momentum not conserved between rooms?

12 April 2011 - 04:49 PM

Hello everyone,

In the game I am currently making, I want to make it so that a player's momentum is conserved, but for some reason, this seems to not happen between rooms. The player object is persistent, and in a certain case, the player may fire a gun that sends him at a speed of 16 either to the left or right.

I have another persistent object named world that is responsible for the room transitions. In the Step Event, I have code much like the bit below:

if instance_exists(player) {
    if room == room1 {
        if player.x < 0 {
            room = room2; //Works the same as room_goto, so no problems here.
            player.x += 800;
        } else if player.x >= 1600 {
            room = room3;
            player.x -= 1600;
        }
    }
    //Also accounts for other rooms
}

However, I've noticed that even if the player causes the transition while he is travelling at an hspeed of 16 or -16, as soon as he enters the new room, his hspeed is 0 all of a sudden.

Is there a way to make it so he is travelling at the same speed at the start of the next room as he was when he exited the first room?