Wednesday, October 5, 2011

More Stuff

The worst kind of pipes.

Watch out for the Spikes! You wouldn't want to get them stuck in you!

Hey, where's my sword? This is an incomplete set!

It's a budding romance between Ralph and that bubble.

'S' stands for Save Spot, of course.

Also, here's a screenshot of something I was experimenting with: a sidescrolling Roguelike. There's not much to see, though.

Testing out the Grid based Movement, including a Jump action.

Thursday, June 30, 2011

Scripting in Game Maker


"It needs more work to be playable..."

Most of the work thus far has been making scripted events, and assets for said events. I suppose I could speak of how I'm doing scripted events in Game Maker, in case it'd be useful for other Game Maker users.

Because I'm not really a programmer, I wasn't sure about how to go about scripted events at first. I considered using Switches to do it, and it worked! However...


So I scrapped that form of event. I knew that some people used Lua for scripted events, but I've never worked with it before! I wanted to attempt something else before trying to learn it. So, through some experimenting, and some help from Chris P. Bacon (dude who worked on Gang Garrison 2), I went went with this solution, and am still using it today.


Game Maker's built in timelines! If you don't know, when you start one of these they go through a list of actions at the frames you specify. (Step 56 would run on the 56th frame after you started the timeline, for example.) All I needed to do was to force the timeline to stay at any particular step I wanted, and...


Voila, it's a scripted event in a tidier fashion than using switches! Whenever next_action() is run, it'll automatically go to the next Step of the Timeline.

On the downside, I still have to type more than, say, making a program that outputs scripted events for me. On the plus side, I have plenty of control since I can code stuff on the fly.

Wednesday, June 22, 2011

Boss Test