JJSBlog

When 140 characters won't do.

GameMaker earlier project results

- Posted in GameMaker by with comments

These links maybe should've been in the first post, but here are some of the end results of that spinny face "game" I made early on.

HTML5, earlier version
Windows, earlier version
Android, final

These are just sitting in a temp directory, so no guarantees any future people peeking this will still find them there.

Faces spin. Holding finger/mouse button on a face applies a reverse spin. Double click/tap on a face makes it stop. If they stop mostly upright, they're happy. Otherwise, mad. As you go on the rate of faces appearing and their initial spin goes up. There's no end state, just quitting when you get bored or the game becomes an impossible mess of faces popping up. Not all of the above will apply to the somewhat earlier versions. The earlier versions also use more complicated background images from H!P Wiki, because I needed something that would seamlessly tile and they were at hand. Since they ended up saved as a large PNG file in game resources, though, I made a change.

Also here's my end result from the Asteroids clone tutorial. Arrow keys to move, space bar to shoot.

Windows, final

Zenzenzen

- Posted in GameMaker by with comments

This isn't directly to do with using the GameMaker program, but the pre-pre-production of my current project. Before starting to use the program at all I was wondering what sort of thing I could make that would be all of interesting to me, maybe interesting to others, not just version 5000 of something very common, and actually feasible for a beginningish game project. Upon seeing that the First Game video series looked to be about Asteroids, a very simple concept came to mind: Katamari Asteroids. If you're familiar with both games you've probably already got the gist. In Asteroids you destroy asteroids into nothing and try to avoid smashing into them. In Katamari Damacy you roll around attaching smaller objects to yourself, slowly growing larger. So in Katamari Asteroids you still try to avoid smacking into big asteroids, but try to shoot them into smaller pieces you can attach to yourself.

I thought it might help my own thinking a little if I came up with a name more fun and more actually useable than Katamari Asteroids, so brought Google Translate in to help. At first I was just trying variations on Katamari Damacy. That means more or less "Clump Soul", so I was just tossing in variations and alternatives. Spirit, asteroid, mass, growth. But I wasn't coming up with anything that sounded good, wasn't a mouthful, and was still close enough to Katamari Damacy for the reference to be fairly obvious. So I went in another direction.

With a game involving changes in size it should go beyond "asteroids", so I was also trying for words that meant all, everything, entire, things like that. One such word I was already familiar with was Zenbu (全部). The first character of that, Zen (全) means more or less the same thing. While checking on that, I ran across several other Zens. It is a property of the Japanese language that many kanji characters share the same reading, so I was looking at other characters that can also be pronounced Zen, and found a few that would work well together.

Zen 漸 = Gradual progress

Zen 全 = All, entire

Zen 善 = Good, virtue

Zenzenzen 漸全善 = Gradually All Good (more or less). For something where the goal is theoretically to attach everything to yourself, works well enough.

Starting with GameMaker

- Posted in GameMaker by with comments

Documenting what I'm trying to do in GameMaker was the immediate impetus for setting up this blog. But before I get closer to the present, the "last time on Joshua J. Slone" quick version of what came before.

Got the recent GameMaker bundle from Humble a few weeks ago. I actually got a previous one before, but never really did anything with it. This time I decided not to let it go to waste. I like programming, I like games, I'd like to have the ability to put some simple things together and a way that makes it easier to output for Windows, Android, and various other OSes/machines is pretty appealing. Coming with several Steam games as well as their source code seemed both proof that this could be used for things of decent professional quality, and a good way to peek at how they did so.

After watching the equivalent of a "Hello World" video for setting up a title screen I messed around on my own and made a gamey thing with crazy spinning faces. Got it output as a Windows EXE, HTML5, and with a bit more hassle to Android.

I then followed this video tutorial series for making a simple game start to finish, in this case a simple Asteroids clone.

There are many other video tutorial series from various people showing how to do things for various genres and I'm interested in checking them out, but for now I'm trying to take what I learned from the Asteroids series and making something along the same lines but with a twist.