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@Alex@

Member Since 25 Aug 2007
Offline Last Active Today, 03:03 PM

Topics I've Started

Meteor - The Second Impact

03 May 2013 - 10:29 PM

Meteor - The Second Impact

 

Genre : Arcade

Price  : £0.69

Platform : Universal iOS App

Link : https://itunes.apple...37683?ls=1&mt=8

 

ScreenShots

(Note that all screenshots are contained in the dropbox album)

 

https://www.dropbox....5dy9/HEE_oKnrlL

 

Description

 

Meteor - The Second Impact is a quick little arcade game originally made for a GameMaker Community Jam. The player must utilize tilt controls in order to collect coins and avoid missiles on their decent down to the city below in an attempt to beat their highscore.

 

Closing Notes

 

Remeber to rate us in the app store or comment here if you enjoyed this game.


[Gmcjam] Introductions

29 April 2013 - 07:23 PM

Introductions

 

Introductions is a puzzle-platformer where the player must switch back on the "wireless power" in order to save the little aliens and their weird ways.

 

ScreenShots

https://www.dropbox....xovmk/Game1.png

https://www.dropbox....1clbx/Game2.png

https://www.dropbox....durk6/Game3.png

https://www.dropbox....oupa2/Game4.png

https://www.dropbox....fqkc2/Game5.png

https://www.dropbox....zq08/Title1.png

 

Download : HERE

 

Notes :

This is an early release to make sure I have something submitted if my internet cuts out again. There's no "win" screen yet and there's a few rough edges but hopefully it will be sorted out soon :P


Pebbles (Available Now!)

18 April 2013 - 01:25 PM

pebblestitle.png
 

 

General Information

 

Platform : iOS (Universal App)

Link : https://itunes.apple...13750?ls=1&mt=8

Genre : Puzzle

Price : £0.69

 

Screen Shots

Spoiler
 

Description

 

Pebbles is a fun little puzzle game create in GameMaker-Studio over the course of a couple weeks. Pebbles features 50 levels featuring a variety of Pebble’s core element “tiles”.

 

The Bag tile is the most basic tile that allows one to spill the contents out in one of the four cardinal directions, and by combining these with other tiles such as the multi-faceted warp tile the player must end up with a tile or pebble over the Chest tile.

 

Tiles can interact with each other in a variety of ways often resulting in more than one solution to a problem, are you up for finding the simplest one?

 

Play through the levels in sequence or pick and choose which levels you want to play through the level select menu.

 

Closing Notes

 

If you enjoy Pebbles remember and rate us on the app store and leave a comment in this topic. You can also get some promocodes from app picker : http://www.apppicker.com/promocodes, there's 4 left just now so grab them while you can.


What Would You Look For In A Gml Reference Book

25 March 2013 - 10:46 PM

Beginners Guide to GML

 

Over the last couple of months I have been slowly compiling a "Beginners Guide to GML" in my spare time. I plan on publishing this as an e-book once it is complete. I have been including aspects of GML from my previous free guides that are available here on at the Game Maker Community. Currently the guide is sitting at over 27,000 words and is somewhere around 70% complete and includes around a dozen or so examples, a figure I hope to greatly increase over the coming weeks.

 

However I have come to a point where I think I may over look something that should be included because it is second nature to me. I have been asking beginners to tell me the sort of things they are trouble with and this has help a great deal, so I am opening this discussion up to the general Game Maker Community to see what you believe is needed in a "Beginners Guide to GML".

 

Note that this is not a "Beginners Guide to GameMaker" , I do not and will not cover the drag and drop component and will only skim over the creation of resources such as objects and rooms. The main focus of the guide is GameMaker-Studio but examples are given in GM81 format except for certain Studio specific functionality.

 

I have provided a list of the section titles and subtitles below so that you can see what is already covered. I am particularly looking for anything that may come under these headings that users may find difficult so that I can put extra emphasis on how to use those features and types of examples users would like to see included.

 

1)      Term Lookup Table

2)      Game Maker File Types

3)      Events and Their Order

4)      Parents and Inheritance

5)      Variables and Constants

6)      If Statements and Conditions

7)      Commenting

8)      Manipulating Rooms

9)      Functions and Scripts

10)  Arrays and Data Lists

a)      Arrays

B)     Data Lists

11)  Manual Drawing

a)      Drawing a Sprite

B)     Drawing Text

c)      Drawing a Geometric Shape

12)  String Manipulation

a)      Formatting a String

B)     Dimensions of a String

c)      Analysing a String

13)  Loops and Iterations

14)  Random and her partners.

15)  Rounding in GameMaker

16)  Working with Views

17)  Two Audio Systems

a)      Legacy Sound Engine

B)      Studio Sound Engine

18)  Data Grids and Maps

a)      Data Grids

B)      Data Maps

19)  Saving and High Scores

a)      Inbuilt High Score

B)      The Text File

c)      The ini File

d)      The Binary File

20)  Loading External Resources

21)  Binary Mathematics

a)      Bitwise Oprators

22)  Surfaces and Particles

a)      Surfaces

B)      Particles

23)  The Basics of Primitives

24)  Motion Planning

a)      Linear Planning

B)      Potential Planning

c)      Grid Based Planning

25)  Facebook Integration

26)  Analytics

27)  GameCenter Integration

28)  In App Purchases

29)  The Physics Engine (Box2D)

30)  Common Mistakes – GameMaker 8.1

31)  Common Mistakes – GameMaker-Studio

32)  List of Deprecated Functions

33)  Constants List

a)      Colour Constants

B)     Blend Mode Constants

c)      Mathematical Constants

d)     Browser Constants

e)      Keyboard Constants

34)  Other Resources

 

 


Heart Of Ruin : Final Columbus - Review

11 March 2013 - 09:37 PM

Heart Of Ruin: Final Columbus Review





Game Topic : http://gmc.yoyogames...pic=496465&st=0

User Profile : http://gmc.yoyogames...pic=496465&st=0





Heart Of Ruin: Final Columbus is a unique role playing game created by over two years ago by a user by the name of Yal. It combines aspects of a generic rpg with aspects of shooters fairly seamlessly and has an art style that could be easily described as retro. Heart of Ruin : Final Columbus was originally created over 2 years a go for YoYo Games sixth competition but has been expanded on a considerable amount since then.

The game is set in a post-apocalyptic world, where strange creatures have populated the land and the forest has begun to reclaim cities.This fantasy, end of the world setting allows the game to incorporate elements that would otherwise be absurd such as demon, desert snake monsters. This sort of setting is used a lot but Final Columbus does well in not over selling it,letting the little aspects speak for themselves.

Posted Image




The control scheme suffers from "all keyboards are the same syndrome" using x and z predominantly with no way of changing these. While this isn't a problem for this Scottish reviewer it could be a problem for those of you overseas using different using different keyboard layout. Adding this option may take a little away from the retro feel of the game but this little bit of modernisation would make the game much more enjoyable for quite as substantial audience.

The remainder of the control scheme is perfectly functional consisting of the arrow keys and the space bar. With the menu accessed through the space bar meaning certain problems with the arrow keys and the space bar on some keyboards are non-existent. The menu serves to view the games collectables"lore" and the games guns however having to access this menu to change weapon often interrupts the flow of the game.

The game play itself is a mix of shooting and platforming that while can be fun often borders on the tedious especially during early dungeons. It is quite easy to get caught on a wall while jumping or accidentally hit your head off the ceiling. Of course there are a few different weapons that vary the game play in a number of ways.The most basic gun regenerates its ammunition over time meaning that if one waits long enough they will always have a usable weapon though the in-game reasoning behind this is quite suspect.

Certain blocks in the game must be broken to either progress or receive some other benefit such as extra health or ammo, however each of these blocks can only be broken by a specific gun. For example the key block is encountered relatively early on requiring the key gun to break, however this gun is not easily obtained unless the random drops are kind to you. This particular gun must be bought from a rather shady merchant hanging out in cannon infested green house with inflated prices.

Luckily the rooms that make up the dungeons are persistent which can make some areas a little more challenging but also makes grinding near areas with doors incredibly easy. In one particular area in the green house dungeon pictured below the positioning of the enemies on one side of the door allowed for a few levels to be gained with a minimum amount of effort.

Like most role playing games killing the games variety of enemies yields experience which eventually accumulates enough to level up your character and give a buff to one of three fundamental stats, Health , Defence or a bonus to Damage. Levelling up is done at a reasonable pace through natural game play thanks to the need to kill hostile creatures and provides some sense of accomplishment even when you are stuck in the middle of a seemingly unending dungeon.

The graphics are very well done and fit together well. There is no obvious mix-match of styles making transitions to and from areas smooth however this works too well and sometimes doors or other important objects blend into the background. In the image below the door appears very similar to the barrels, a small sign of slightly different outline would do wonders to help the player and draw there attention to the door.

Posted Image


There are plenty of visual cues that can help with some of the enemies if you are observant enough to notice such as little eyes lighting up on cannons before they fire. Noticing these cues can often make a seemingly difficult area very easy. However many enemies are very generic such as the previously mentioned cannons of which there are predictable homing versions and rats of which there are giant versions of. The game does however have a few less generic creatures such as giant birds and other more exotic creatures which are more easily dispatched using one of the various different types of guns.

I don't want to say to much about the story but it seems to intertwine with the game play effortless and for the most part doesn't seem forced. There are a couple instances, in the form of communications between the different characters that serve little purpose that cause the player to think the game has slowed to a crawl or crashed altogether as the message is rendered. This was particularly noticeable during high action areas.


One novel aspect of Heart Of Ruin: Final Columbus was the way in which the world map was presented. Instead of providing the player with an immaculately drawn map they are instead provided with a rough sketch from one of the non-playable characters. I thought this idea was very in fitting with the general atmosphere of the game unfortunately it reminded me of my own drawing abilities.

Posted Image



Heart Of Ruin: Final Columbus for me falls in a weird category where it is interesting and addictive but not particularly fun at times The game play can become a little tedious, especially early on, but love the graphical style. It is a game one must make their own opinion on, so urge you to give the game a try. If you can get through the slow opening section it quickly becomes an enjoyable game that can suck up hours of your time.

This is the first game I've reviewed from the "suggest a review" topic but it is by no means the last. I won't be checking it every day but following me on twitter is a good method to get me to notice your game,hint, hint. I'll finish by saying sorry for how late this review actually was, It was actually written back in late 2012 but got lost.

---If you would like a game reviewed by myself it is best contacting me through social media such as the aforementioned twitter or through a private message hear on the Game Maker Community.---