GameMakerBlog announces a new initiative called: “IndieDevHelp” which aims to help Indie Developers with different aspects of creating and launching a game. As most game developers are programmers first and foremost, there are specific struggles and areas that can either be overlooked or just not completed because of time, ability or both. Above all else, Marketing is the primary factor that can determine a successful game or not, the world’s best game will have zero players if no-one knows it exists, and with the sheer amount of games available it is becoming harder and harder to stand out. Things like Press Kits, Game Trailers, Landing Pages and Influencer relationships are never factored into the development timeline and when it comes to release day it is already too late. We intend to make things easier on our fellow developers by providing free services to all loyal fans of GameMakerBlog and GameMaker.Read More »
Today I sit down with Indie Developer: Jonathon Colibaba to talk about his new android game: uZombie, a unique mobile RPG where you are not just a zombie but a Zombie Leader with intelligence. There is a myriad of features and things to do: Turn civilians, police and military into your own undead army, level up your character to gain better armor and abilities and watch as the city attempts to fight back. Jon developed uZombie in GameMaker Studio and took some time to discuss the actual development and decisions that were made throughout the journey.Read More »
LetThemCome….and enter for a chance to win a free steam key! LetThemCome and GameMakerBlog recently discussed the development process of the game and the great community that surrounds GameMaker Studio itself. Based on a mutual idea of rewarding the commitment of fellow developers, enthusiasts and helpful people who take the time to post answers and tutorials to questions on the GameMaker Community forums we have teamed up to hold a steam key giveaway for LetThemCome. Having played the game, I can say it is not only well made but most importantly: fun; nothing is more relaxing than just shooting endless hordes of ugly looking aliens out to kill you. Of course, no need to tempt fate in order to play as the game is available on Steam right now: Let Them Come, but if you would like to enter the giveaway then click HERE or read on to find out more details and see the entry form.
Endless Waves of Aliens? Big Guns? A BOOMBOX? Let Them Come has everything you need to recreate a great Rambo in space story, after all they drew first blood right? While I am pretty pumped to start mindlessly mowing down hordes of ugly looking aliens what intrigues me most is how great this game looks being made in GameMaker. The dynamic lightning, the weapons effects, the sound and music, all of it looks well done and really shows off how powerful great design can be with GameMaker. I received an excellent technical write up from Klemen Lozar, the lead developer himself, on some of the challenges in making this game which we will go through piece by piece in a few minutes, but lastly just some launch time information: Launching on Steam and Xbox on Oct 3rd, with plans to launch on PS4, iOS and Android in the coming weeks; visit their website at: let-them.com; and check out their twitter: @LetThemCome .Read More »
Games require a lot of information, everything from player hp, mana, level, skills, attack power, sprites, and even quest lists. Storing that data is a common problem that has many different solutions, though when you want to make something simple, portable and only use the base language you might want to investigate using a data structure called a Grid. A Grid is very similar to both a classical RDBMS and even an HTML table. You have what can be considered rows and columns that you will store information into and then retrieve that information later on, you can even use built-in functions to write the grid to disc and store it away to read it again later. And since it will be an embedded system, you will not need to make any calls to an external database which reduces the failure points and complexity of your program. Of course, there are limits and you should think twice about using a simple grid to store hundreds of players data for an MMO or network based game but for games of small data sizes, especially those of the HTML5 target types, a grid could be a very quick solution to a complex problem.Read More »
If you play Adventure Capitalist then you would have probably seen the slot machine reward system that gives you a spin after you unlock certain milestones. Black Desert Online also has a type of slot machine reward system that can give you some pretty incredible rewards: a GM Advanced Lucky Box could net you a Kzarka box (or if you are like me, you end up getting armor stones…always..). One thing that they both have in common, is giving the player that thrill of getting lucky and hitting the jackpot, it is a great way to keep players engaged and wanting more. As long as it is sprinkled into the gameplay, a slot machine reward can add value and possibly monetization strategies as well, provided you do not abuse the players trust; but before you can do any of that, you need to know how to code a slot machine and that is what this article intends to accomplish.Read More »
Health bars (or HP Bars) are almost mandatory in any game, and even if it is not a traditional health bar these techniques will hold true for any bar that has positive or negative progress including Time based bars like those seen in Adventure Capitalist, Loading bars to let players know something is happening and what percent that something is on, Mana or Stamina bars and of course everyone’s favorite: Experience bars. GameMaker Studio 2 has a built-in function for drawing health bars for you called: draw_healthbar which works incredibly well and is easy to implement but what about a fancy progress bar or health bar? Well, for that you need to draw it yourself; worry not though, as I will show you how and then you can apply this to not just bars but for other images as well. What do I mean? Read on to find out.Read More »
It finally happened, yes GameMaker Studio 2 version 2.1 has been released and with it comes a whole bag of updates. Most important of the new features though, is the official support for Mac; this is something that has been not only lacking but asked for by the community for years. To top it off, YoYo Games has bundled the Mac version along with the Windows version under the same license, meaning you can freely switch between Windows and Mac when you need to (and use git to sync the code up between them). Some other notable features are, of course, the fabled region Code Folding that I had recently foretold would be “coming soon” and a cleaner Resource Management tree. As much as I was looking forward to Code Folding, I have to say the biggest surprise was the complete overhaul to the Debugger; I create a lot of bugs so anything that helps me track them down faster is a huge plus for me. Let’s get into some details and show off some of the updates in action.Read More »