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john_smith

Member Since 11 Dec 2010
Offline Last Active May 18 2013 03:45 AM

Topics I've Started

obj/3ds loader

02 November 2011 - 01:59 AM

I haven't used GM for many months, and after searching for 15 minutes, have not been able to find the obj/3ds (forgot which one I had been using) loader script.  Does anyone know of a recent one's topic location?    Thanks..

Fantasy Wilderness Survival Game

03 June 2011 - 05:58 AM

i got inspired to do some Dr. Seuss-ish doodles a few days ago, and having not used Game Maker for a long time, wasn't thinking about making a game.  But, I got this idea of a cartoony game with a random element (rpg + arcade mix) and was looking for ideas on how to continue.


This isnt a screenshot, its a  mock screenshot (some props put together)

Posted Image



I'm at a loss over where i would direct this if making a game out of it - i was planning on making a fantasy action game (werewolves, mummies, wild boars, turkeys, zombies, etc. but with RPG elements, but I don't know if that would make a game worth playing.

A KEY element of the game I had planned was going to be HERBIVORY (plant eating).  There would be a wide variety of plants to feast upon.



What WOULD make a game worth playing ? (The reason I'm asking is because I've made several games which weren't fun enough, and need a good enough concept before carrying through)

my_shot_em_up_game

09 May 2011 - 04:37 AM

a canned game : (

The Tentacle machine is an oblique platformer with tricky puzzles and action.

After waking up a strange dimension, a boy named Charles becomes entranced with fear. Strolling through the darkness of the damp jungle, an unkempt man named Fred appears and informs him of the grim situation on earth:

It seems a node somewhere along the multiverse's organic bio-network has been plagued, compromising the integrity of many civilizations, both humanoid and others. Now, one thousand years after the incident, a floodgate has been forged between this dimension and The Earth by a dark mage taking advantage of the network failure, and a relentless stream of violent toys begin materializing onto earth - straight off of the assembly line.

Insta-Play:
http://www.yoyogames.com/games/168400

Posted Image

Posted Image

Insta-Play:
http://www.yoyogames.com/games/168400

Controls:
-WASD
-K :fire
-L :sprint
-F :switch out weapon for another


Insta-Play:
http://www.yoyogames.com/games/168400

Credits:

Sounds from Soundjax.com

Music - C. Elliot, Bach
Graphics/Programming - Me

(gm8) Obfuscator / universal obfuscator

06 April 2011 - 05:05 AM

Hello all, I made this many months ago and have used it several times for fun - only put about 20 minutes into making it, so don't expect too much.

It's basically a script in GML which requires a minute amount of manual configuration and interacts with the GM interface to obfuscate any script in any version of game maker (and other languages as well)

after pressing F12 in a script i made:
Posted Image



Don't feel like explaining everything right now but I'll go through the basics:

Instructions:
-Duplicate the gm6 - I'm not responsible for accidents :)
-place all variables you wish to be renamed for all your scripts into a text file named "find.txt"
-Once you do this slightly laborious configuration, you won't need to re-do it for the same script.
-Open the script editor and press F12 once - the current script will instantly be selected, copied, obfuscated/tidied and replaced

After configuring it (5 minutes for a large game divided into scripts), it only takes about 20 seconds every time i would re-obfuscate an entire game (click script, F12, click script, F12, click script, F12).



Note - your variables to be obfuscated can't be a part of another variable - e.g. instead of "Speed" and "MaxSpeed", use "CurrentSpeed" and "MaxSpeed"

Note - remove all comments in your scripts prior to using this script - OR if you want to keep comments in, remove the part of the script that messes around with newlines - i think i left it in there.


Note - it is possible to write something to use exclusion lists or automatically harvest the variables in 1 click, but doing so would be pointless IMO unless you're doing the whole shenanigan with parsing the file structure like schreib's thingy - this is the most simple solution, you are welcome to do otherwise.

Note - i "obfuscated" the scripts in the obfuscator for fun - the scripts are very small, though, so it should be obvious what each part does - it's not like i'm trying to add security or something.

Note - the replacement variables are regenerated each time you start the obfuscator - so you must obfuscate all your target scripts before closing it, or you must restart.

Note - i've tested this many times and it's failproof, but i haven't tested it recently - let me know if a problem comes up.


Gm8 source : http://www.host-a.ne.../Obfuscator.gmk

Procedurally-generated games

03 April 2011 - 03:50 AM

What are some features which can improve the experience of a procedurally generated game?

Can something computer-generated with human assistance rival manual design ? What about when you combine computer-generated, (assisted) content with real inteligence (online players) and isolate these players so they are only vaguely aware of other's presence, and struggle just to communicate?

i had some fun trying to make a 'starter system' for a winter-themed environment, which incorporates orbits with synchronized position/intensity lighting of day/night cycles and randomly generated, endless maps to roam about in, but obviously, when limited by poly counts, you have some significant restrictions - - - especially if you want stuff to run well on older hardware.

One concept i brought up earlier was a "relaxing" type game, where there's no solid objectives the player is pressured to fulfill, only perhaps "vague pleasures" to be had :blink:

http://www.youtube.c...h?v=imAePFpvPdk