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Melee-Master

Member Since 10 Apr 2005
Offline Last Active Jan 01 2010 02:09 AM

Topics I've Started

String To Binary

19 September 2006 - 05:57 AM

Posted Image


To download, click that button.

Lately in GM, I've lacked motivation to make any actual games, so I decided a basic string to binary script would be cool. So here it is, my str_to_bin script that takes the specified string, and returns it in 8bit binary form (as a string).

//Returns the string (argument0) in 8bit binary form...
var _str, _bin, _i, _j, _tempA, _tempB, _tempC;
    _str = string(argument[0]);
    _bin = "";
for(_i = 1; _i < string_length(_str) + 1; _i += 1)
{
    _tempA = real(ord(string_char_at(_str, _i)));
    _tempB = "";
    _tempC = 0;
    for(_j = 7; _j >= 0; _j -= 1)
    {
        if(power(2, _j) + _tempC <= _tempA)
        {
            _tempC += power(2, _j);
            _tempB += "1";
        }else
        {
            _tempB += "0";
        }
    }
    _bin += _tempB + " ";
}
return string_copy(_bin, 1, string_length(_bin) - 1);

Please remember this is merely for entertainment purposes only, so I did not use the fastest or most efficient way possible (in the example GM6 file, I do not recommend using it how I did). I also realise that this isn't extending GM, but the rules state any script can be posted.

If you encounter any errors with my code, please let me know. Anyways, enjoy!

Platform Engine, Version 0.6

14 July 2006 - 10:27 AM

Genre: Platform
Version: 0.6.1
GM: 6.1
Fullscreen: Optional
Controls: In the game info
Download Link: See end of post

This is a platform game (I call it an engine because it doesn't have anything official, regarding levels) that I've been working on for about five months now. The goal is simple: get to the end of the level by dashing, jumping, evading, and quite possibly dying. It isn't always easy. :)

There are a few modes to choose from, and they include: sequential (where you advance through the current single levels), single play (where you can choose a level to play, or make a playlist to play), challenge (consists of levels considered by some to be quite hard. It is recommended that you play them), and time trials (not in the game yet). Regarding the challenge mode... Only play it if you have gotten a hang on the game controls by playing single play.

If you find the game lagging too much (can make the challenge levels super hard if it lags), simply go to the options, and turn off special effects. Also, if you find the game too hard, try setting the difficulty to easy (in the options).

There are many features:

-Smooth gameplay
-Nice menus
-Many specials moves, such as wall jumping, hyper jumping, dashing, and grounding
-Simple game controls, all you need are arrow keys and the Z key!
-Nice levels
-Challenge mode is truly challenging
-Pausing
-Full blown options

And more.


Posted ImagePosted ImagePosted Image


Please remember to read the controls, which are in the game info, and... Enjoy!

Download Now!

If that link doesn't work, there is a download link on the page that will.

Platform V0.5.b.12: Added Basic Death Anim

09 April 2006 - 01:17 PM


.: Download Now! :.

If you need a direct link, please PM me.

New this version:

-basic death animation [spikes]
-new, faster shadow drawing script
-new challenge level
-new dashplate
-updated credits
-additional option
-gradient menu background
-new loading screen

This is a game I've been working on since around January 26th. Seeing as it is WIP, there's no storyline or anything like that, yet... The controls are displayed upon loading the game. Here are its features:

-Level Editor, and a Level Loader that preloads all .lvi files from
the game's directory
-Playlists in standard single mode, and in challenge
-Nice, simple effects
-Special moves
-Fun, especially for something at this stage in dev
-Nice, simple graphics
-Dynamic level preloading [of custom levels]
-Simple, professional menus
-Many options
-Challenging and fun levels
-Completely glitch free (there are some issues with online though)
-Very smooth
-Pausing
-Checkpoints
-Online play, however it is incomplete, with only a single test
level. But, please try it out if possible and tell me how well it
works. You do not have to worry about entering any IPs, as this is
automated. You can see a list of all open sessions, make your own
sessions, and in a waiting room, it lists all users currently in.
You can also send a chat message to the other player while in the
waiting room, but it is primitive at the time being, merely using
the default textboxes. Beware, if the master sends a message to the
slave, it sends the slave to Standard Level One, for some reason not
known to me...

Gameplay:

Posted Image

Posted Image

.: Download Now! :.


Platformer Engine : V0.3.2 Released!

30 January 2006 - 07:50 AM

Download is below.

V0.3.2 Released!

Platform Engine V0.3.2
Written by Melee-Master

This is a platformer I have been working on throughout the month. It is currently at a very low stage in development, and I am in need of a lot of ideas. So, I decided to firstly see what everyone else thought of the physics and technical aspects of the game, so I posted it here.

New Features of V0.3.2:
  • walljumping
  • shows controls at the beginning
  • menu system, simple, but effective
  • sequential mode (this is, and will be the standard mode where you simply advance through the standard levels, although I'll probably use this mode as the story type mode)
  • single play mode (choose a level, or create a playlist to play through)
  • challenge mode (these levels are made to be hard, so if you find yourself frustrated, or having sore fingers, take a break =D, you can also create a playlist)
  • a complete pause menu
  • three new levels
Current Features of V0.3.2:
  • walljumping
  • shows controls at the beginning
  • menu system, simple, but effective
  • sequential mode (this is, and will be the standard mode where you simply advance through the standard levels, although I'll probably use this mode as the story type mode)
  • single play mode (choose a level, or create a playlist to play through)
  • challenge mode (these levels are made to be hard, so if you find yourself frustrated, or having sore fingers, take a break =D, you can also create a playlist)
  • a complete pause menu
  • three new levels
  • dash plates
  • the player has a shadow that changes size depending on his distance from the ground
  • new moves - hyperjumping and dashing
  • a somewhat secret area that uses a switch to activate an invisible floor
  • rolling rotations depending on speed and direction
  • double jumping
  • smooth camera movement
  • smooth character movement
  • checkpoints
  • perfect collision engine
Known Bugs of V0.3.2:
  • shadow disappears when paused
  • an error with pausing can potentially occur when moving, I have no clue why
The current goal (however crude) is to get to the blue teleporter at the end of each test level (three in total). All graphics in this were made by me (haha, three sprites), and will probably be improved over time...

Controls:

It shows them before the game starts. The general controls are Z,X,C, and A, and the arrow keys.

Downloads:

Download V0.3.2 Now! [Single Click] - 8 Downloads

Download V0.2.2 Beta Now! [Single Click] - 133 Downloads

Download V0.2.1 Now! [Single Click] - 81 Downloads

Download V0.2 Now! [Single Click] - 30 Downloads

Download V0.1 Now! [Single Click] - 93 Downloads

Total Downloads: 345

I hope you find I did a good job so far, and I would like to hear feedback on the technical aspects of this project.

V0.2.1 Screenshot:

Posted Image
Note: this screenshot was taken while v2.0.1 was in development, and at this point I had not fixed the pixel distortion (it's quite prominent on the ball in the shot).

Just for fun, I'll keep a "praise list" (some comments were said personally to me, or from another site where I have this posted) :

its awesome, its that kind of thing that made me love those old snes games when you acquire an awesome power up, and you just keep using it

Very nice

Cool stuff, I like the dash and the graphics are so nice and clean. Really a lot of work put into the effects. A kid was over at my house, i let him play it and he had some fun. Really good job so far.

I give you my approval.

pretty good. Specially the intro effects. Good job.

Your graphical things look pretty good.

nice game. i realy like the way the game starts off, with the great looking lights. it reminds me of the loading screen from Phantasy Star Online. the graphics are good, but plain. the levels are very simple, but very nice, i like them.

good job, and keep up the good work.

VERY smooth.
Graphics looked nice
The loading screen was very cool
Level design wasn't bad
Check points
The endpoint looked awesome

This is very good.

I like the blending effects. I don't love how the level ends (just going to the next room), but I do like the effects of the lighting. The introductory zooming out effect was very nice. The sprites were nicely done, yet they were very drab.

The collision is perfect though. No problems there; keep it up.

Overall, there isn't anything but a base engine; On the other hand, if you play your cards right (and add originality elements), this looks like it could turn out to be one hell of a game.

Keep it up!
-Scooternew

The thing I liked most about it was probably the little effects here and there like the smooth camera and the fading out after a level or that first few seconds where the camera zooms out and especially the intro screen.

Good start, and I hope the game comes along as you work on it more.


There seems to be a maximum amount of quotes in one post, so I can't post a couple more I have. Didn't know that...

The Organization

20 November 2005 - 06:46 AM

Well, I've decided it is time for us to post the website here so others can comment on it, and give us suggestions et cetera. So here it is - the official website of The Organization. On our site we currently have: twenty one examples, eight scripts, four WIPs, six games, nine links, and a shoutbox. You can use the shoutbox leave comments and suggestions, or submit examples or scripts. The scripts are easy and hassle free to look at - just click on one, and it displays in a little pop up window. I try to update the site as often as possible so there is always new content.

We would like to thank two people that helped bring this site into being. Osprey for for creating such a nice and simple template, and FirestormX of 64digits for offering me free hosting for the site.

Again, feel free to post comments, suggestions, or submissions in the shoutbox.

Click here to go to our website!

We hope you like the site,
The Organization

It has been over a month since the last update, but for a legitimate reason - my ftp would not let me access it, until today I decided to try, and it worked! So, because this update was not planned, it does not consist of much. I have added two examples (one a pausing engine, and the other a basic tooltip example), and the forum has been updated with a nicer skin. Also, we are in the middle of getting a new logo, so expect the one at the top to be replaced soon. We are probably going to start preliminary progress on a game soon.