Jump to content


ui_dsa

Member Since 23 Dec 2006
Offline Last Active Jun 30 2011 05:58 PM

Topics I've Started

Ultzerian Dawn Rts Game Development

14 October 2009 - 09:33 PM

Game Title: Ultzer Wars: Ultzerian Dawn
Genre: RTS (Real-Time Strategy)
Method of Programming-Game Maker 6.1A Registered (Will change to GM7 Registered if I get enough requests)

Current Features:

Solid, firm engine with no errors; has been tested thoroughly

Movement and Waypoint System

Command and Conquer Style Interface (Left-click to select/move units, right-click to deselect units)

Planned Features:

Over 20 missions

Ability for units to gain different levels of veterancy

Two Sides with DIFFERENT units, which are balanced

Over 30 units, structures, and upgrades

Can play online with up to 4 players

Will be of commercial quality (hopefully) and good enough to be featured on Yoyogames :lol:

Screenshot of Demo:

Posted Image

Download Demo:

Download the demo

As of now, I have decided that I cannot make this game myself, and finish it within a decent amount of time.

Therefore, I need your help.

Of course, anyone can contribute by giving helpful advice and testing the game, but I am looking mostly for the following:

Programmers:

I am looking for programmers who have at least one year of experience in GML coding to complete the game.

Level Designers:

Level Designers must be able to design intricate levels that the testers will review. The level designers will then create their levels.

We will probably use a level editor to help the game become more easily pieced together.

Writers:

Writes should be able to write concise, clear mission briefings, and/or create dialog for the game(have not decided yet if this will be included or not).

Testers:

Testers should be able to review the game and provide helpful comments to improve it.

Quality Standards:

To get an idea of the level of quality that I want to be in this game, look at the information documents that I have created so far:

Strategy

Story

Leadership/Planets

Units/Structures/Upgrades

How much time/work is involved:

Well, I can't really say exactly how much time will be involved at this point, but you can look at this Gantt Chart for more details. (A good estimate would be 5-6 months)

What do I hope to accomplish with this?

Right now, the best RTS Game on Yoyogames is Earth Vs. Mars, due to its simplicity and reliability. However, you cannot even order units to move in it, and there is only one campaign mode on it. True, there are other games like System Lord available, but they are all unreliable and have engines that cannot be used for making serious games.

I want to see more Game Maker RTSes that have all the features of Command  and Conquer Games, are finished, and can be made in a sensible amount of time (2-4 months) by a single person.

When I finish this RTS game, I plan on making a comprehensive RTS Tutorial and Engine for programmers to work off of. This will make it much easier for them to make good RTS games.

Credit:

Credit will be given in the 'Credits' section of the game to all who help.

Sorry, but I can't afford to pay anyone for working on this project.

If you are interested in helping, or if you want more information, you can PM Me.

Thanks in advance for your help,
GhostA5 Games

Open Source World Map Editor

16 September 2009 - 08:43 PM

I'm having a problem in making the integration script for my Open Source Map Editor (Link Here).

The Problem:

I have finished almost all of the major aspects of the map editor. Only one major part is left: The warp script, which must do the following:

get_boundary() //which boundary am I on in this map?
Load_world(‘Eden.wrld’)
Find current map’s position on the world map
Then find out which maps are on the border that the player is currently crossing
Input player coordinates, and find out which map to warp the player to
Compare coordinates of the current map in which the player is in with the map that the player is warping to
Account for scale difference between the real maps and the scale models on the map editor.
Plug coordinates of player object in and account for the differences in x and y in the real rooms
Warp!

[b]NOTE: The above is not real code.[/b]

The whole purpose of this map editor and warp script is to allow for rooms to be arranged in relation to one another. Based on this arrangement, the position to warp the player in an RPG when he/she intersects the boundary can be computed.

I have provided the source, as you will need it to solve this problem.
Test Game Source
NOTE: The game will fail if your do not download and put the WRLD File--Download Here in the same folder as the game.

After download, try the following:
1) Go to the right of the start map. Then, try to go back.
2) Go to the bottom of the start map. Try to go back to the original location.
3) Do the same with the left and top.

As you saw, you are able to successfully go down/right, but you cannot go left/up. This is the [main] problem.

How it currently works:

Step 1:
Intersect boundary event in obj_FG2:

//executes scr_warp()
//and implements the results

if scr_warp('Chase_Lite.wrld',obj_FG2)=true 
global.moving=1

//if scr_warp is successfully executed
if global.moving=1
{ //then apply the variables that it set onto the main character
	room_goto(global.rm)
}

Step 2:
Room Start Event of obj_FG2
if global.moving=1
{
scr_applydifference(obj_FG2)
global.moving=0
}

I can't list all of the information about this here, as this post would become too long.

[Important] Information:
obj_FG2=the main character object
global.destx=the x coordinate of the destination that obj_FG2 must go to.
global.desty=the y coordinate of the destination that obj_FG2 must go to.
global.moving=whether or not FG2 has to warp to position (global.destx, global.desty)
global.rm=the name of the room that FG2 must warp to
global.bb=the boundary (1=right, 2=down, 3=left, 4=top)

What I've tried:
1) Checking if the value of global.bb is equal to the correct boundary (It was correct for every single time)
2) Checking if the global.destx/y values were correct for every single warp combination. They were not.
3) Checking if the some of the contents of the 'if' statements in scr_applydifference()
(if global.bb=1 {x=global.destx y=global.desty})
were actually called. Even though the values in global.bb matched correctly, some of them were not called.

What I think the problem is:
The problem is either in scr_warp() or scr_applydifference in the test game.

If you need further explanation of any of the aspects of the problem/scripts, then feel free to ask.

Thanks in advance for your help. :)

*please Close Topic*

20 August 2009 - 02:35 PM

Ultzer Wars: Ultzerian Dawn

Ultzer Wars: Ultzerian Dawn will be a 2D Real-Time Strategy Game (after I finish it). Right now, however, I need sprites for it. (Click this link to go to the Ultzerian Dawn Development Topic (Cannot go there yet, as I do not have the sprites I need to start serious development)).

While the Story and Units have been worked out, I need to program them, and right now only have a basic engine.

Also, the sprites in the engine are ripped, and now I have to replace them all (no one likes ripped sprites)…

That’s why I need your help to make sprites, as I am a programmer, and do not have time to make my own sprites.

Below are the links to download the engine, and links to the detailed story and unit descriptions.

Download Engine Framework EXE (Ultzerian Dawn Ultilizes a Command and Conquer Style Interface, use the arrow keys to scroll the map)

Ultzerian Dawn Website

Story

Unit Descriptions (With previous ripped sprites)

Leadership/Planets

Anyway, back onto the main topic of making sprites. The above documents are just to give an overview of the game.

I need sprites of the following (A lot of sprites, that’s why I had decided to rip them before, but changed my mind after posting Ultzer Wars: Siege of Kelvar, which uses the same ripped sprites):

Sprites Needed (Should be 2D, top-down decent arcade-style sprites, for more info read the unit descriptions above) (They should also come facing directly upwards):

Sample:
Posted Image
(This is my old ripped sprite for a Mission Mars supply ship, so I can't use it.)

Mission Mars (For more information, read the story) Mission Mars Sprites should look like they were designed by humans. The official color of Mission Mars is Blue:

Supply Ship (64 by 64 pixels) -

Shipyard (512 by 512 pixels)-

Builder (64 by 64 pixels)-

Carrier (384 by 384 pixels)-

T-Wing (48 by 48 pixels)-

T-Wing Advanced (48 by 48 pixels)-

BT-Wing Bomber (48 by 48 pixels)-

Assault Shuttle (48 by 48 pixels)-

Corvette (96 by 96 pixels)-

Destroyer (128 by 128 pixels)-

Star Cruiser (384 by 384 pixels)-

Star Battleship (512 by 512 pixels)-

Strikenaught long-range cruiser (256 by 256 pixels)-

Defense Platform (96 by 96 pixels)-

Laser Turret (32 by 32 pixels)-

Laser Rocket turret (32 by 32 pixels)-

Heavy Laser Cannon (32 by 32 pixels)-

Research Station (384 by 384 pixels)-

Advanced Laser Upgrade (Button, 48 by 48 pixels)-

Advanced Rocket Upgrade (Button, 48 by 48 pixels)-

Advanced Torpedo Upgrade (Button, 48 by 48 pixels)-

Strikenaught Torpedoes (Button, 48 by 48 pixels)-

Improved Regeneron Conduits (Upgrade) (Button, 48 by 48 pixels)-

Vickers-Collins (For more information, read the story) Vickers-Collins ships should look like they were designed by aliens. The official color of Vickers-Collins is Red.:

Supply Ship (64 by 64 pixels)-

Headquarters (Shipyard, Command Center) (512 by 512 pixels)-

Builder (64 by 64 pixels)-

Carrier (384 by 384 pixels)-

Scout (32 by 32 pixels)-

Star Fighter (48 by 48 pixels)-

Suicide Bomber (48 by 48 pixels)-

Light Assault Bomber (48 by 48 pixels)-

AR Corvette (96 by 96 pixels)-

Cruiser (256 by 256 pixels)-

Heavy Star Cruiser (512 by 512 pixels)-

DL Long-Ranger (192 by 192 pixels)-

Defense Platform (96 by 96 pixels)-

N2 Blaster Cannon (32 by 32 pixels)-

Rocket Turret(32 by 32 pixels)-

Heavy Cannon (32 by 32 pixels)-

Mine (96 by 96 pixels)-

Research Station (384 by 384 pixels) -

DL Long-Ranger Plasma Cannon Upgrade(Button, 48 by 48 pixels)-

Star Blasters(Button, 48 by 48 pixels)-

Bomber Auto-Rockets Upgrade(Button, 48 by 48 pixels)-

Improved Supply Conduits (Button, 48 by 48 pixels)-

Improved Power Conduits (Button, 48 by 48 pixels)-

…And those are all the sprites I need!

Thanks in advance for your help. :P
I will give credit in my game to anyone who makes graphics for me.


EDIT: Since almost no one is posting, I will add a credit system. One (1) Credit is given for each sprite made. The sprites credits list will run from top to bottom, and the people who make the most sprites will be listed at the top.

Also, these additional bonuses apply:
20 credits-Name in bold and italics
10 credits-Name in italics
5 credits-Name in Bold

If no one will make sprites, then I will have no choice but to use ripped ones!

Ultzer Wars: The Siege Of Kelvar (tds)

19 August 2009 - 07:40 PM

Ultzer Wars: The Siege of Kelvar

Game description: Ultzer Wars: The Siege of Kelvar is a top-down shooter game in which you must hold off units until reinforcements arrive (In Stage 5, Round 5). New ships appear in every stage (well, they will when the game is finished), and you must fight them off as you defend the planet Kelvar.
GM Version: :) Game Maker 6.1A (Vista Compatible EXE)
File Size and Type: 12.77 MB 7Z SFX (Self-Extracting)
Changes Screen Resolution: Yes

Screenshots (Click on the links) (Not Full Quality as Seen in the Game) :

The Main Menu

The Game in Action

Download:
Download the latest version (beta 0.7)  here

Progress:
About 65% complete (Features Outlined Below)

Current Features:
Ingame menu-(press escape)
Cool Main Menu
Can save/load the game (saving is automatic at the end of each stage)
2/7 enemy types
7 soundtracks (why the game is 13 mb)
Your fighters help you
Score Counter
Stage/Round/Seconds/Health Indicator
Good Graphics

Features to be added:
5 more types of enemies
Website link
Credits
Better gameplay (based on tester feedback)

If you have any comments or suggestions to improve the game, let me know.

Thanks for playing!

Gm Update System

23 April 2009 - 09:01 PM

Is there an update system for Game Maker that would allow for the instant downloading of updated versions of the games?

By this, I mean:
1) The player would simply click 'update' on the menu of the game. The game would then go to the developer's website and find out if there is a newer version of the game available (without opening a browser window).
2) If a new version is available, it is downloaded and installed automatically (again, without opening browser windows).

If there isn't, how can I make one?

I have GM5 and GM6 Registered, but not the GM7 Pro Edition.