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#GameMaker Studio 2
telecollision · 2 months
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DEMO OUT NOW
Hey! It's finally out! Come check out the TeleCollision demo on steam and itch!! I'm so excited to share it with everyone!
Steam - http://tinyurl.com/2z76scdb
Itch.io - http://tinyurl.com/xrrxfy8
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vikintor · 2 months
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Platformer prototype
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I'm trying to learn how to make a more smooth platformer this time. Just a study, no plans on finishing it.
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laughterfixs · 5 months
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Remember the gif animations??
I know I showed those recently and told folks I was working on a pretty big project. And well...idk how long it's gonna take me as I have no idea what I'm doing....>w>;
Soooo I guess I'm gonna do a bit of a dev log suddenly? XD
This is what I've been workin on. A clicker game for people who wanna give tickles to the daycare attendant. I know I sure do.
This is actually gonna be a mini game for another game I have in mind for the boys. But I thought this might be easier to make first and in turn learn gamemaker studio. As you can see...I got some of it figured out...but there's more I gotta learn. I'm sharing this for a few reasons. One, I dunno how long this will take me and holding a dev log might help push me. I end up getting frustrated and overwhelmed when I try to take on such a big project, and I do not learn easily from watching tutorials ^^;
This is very trial and error for me. Especially since I'm using visual scripting which is a bit harder than I thought! Which gets frustrating XD But if anyone has tips or can lend a helping hand in how GMS2 might work with this I'd heavily appreciate it!
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mizukidevlog · 2 months
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Devlog 24
A bunch of hard work really paid off this week! I got 'pausing' to work properly in my game. It really surprised me at just how complicated a simple game function could be. Of course, some of that difficulty would have existed if it was one of the first things I worked on.
There are two kinds of pausing. The first is your standard pause, pausing the game to leave the stage. view stage info, etc.. The second kind is a 'quick pause' that enables the player to switch between attacks mid-combat. Both are showcased below:
Having to use 5+ buttons to use different attacks or even using a single button to cycle through attack options felt too slow and tedious/ That's why I implemented a system that allows the player to change attacks on the fly. I felt like the benefits to having a quick and easy-to-use attack switching system outweighed any drawbacks to allowing the player to essentially FREEZE TIME whenever they wanted. Is freezing time on a whim too much power? You tell me, I'm not sure and could definitely use the feedback!
Fun fact: Despite the player needing to click on both pause menus, both are built entirely out of sprites with a single controller object! No extra buttons or instances needed!
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Who said pausing time isn't fun?
'Till next week, stay safe!
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knackeredforever · 4 months
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I was trying to make some music for my racing game and I accidently heard the screams of the damned.
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ok so this is going to take some explaining but basically I wanted to add some music for my racing game in gamemaker studio 2 so I made some music in beepbox which I put here LISTEN TO THESE BEFORE WATCHING THE VIDEO:
Ok so then I decided to add these songs to my game and this is what I heard:
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What the fuck
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visscaguu · 5 months
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Here's a fun game project idea i have, i call them "Aurabytes" creature collecting game vaguely inspired by Pokemon and My Singing Monsters When battling you'd be put in a board with your enemy where you can move freely (no turn based movement, just tile based) then all you gotta do is move around, attack ur enemy team until they're all knocked out, simple but here's a few important twists: Your attacks are relative to the direction of your Aurabyte, and you cannot turn it around without moving it, so you'll have to think what direction to move next so you avoid taking damage, falling into traps, and yknow, turning to the direction you want to. Each attack would highlight a few tiles in the map, showing where it'll land or what area it'll hit
Each creature would be able to have attacks and spells in their move-set, attacks would deal damage, spells would affect movement, give status effects, heal among other things and could affect both you and your opponent. Before battling you'd be able to arrange your team, change the move-set of your Aurabytes among other things. I'm still unsure about how you'd obtain new Aurabytes but i wanna make them fusions of 2 of the 2 elements base 20 Aurabytes. Names of the elements for each Aurabyte shown in the image: Air - Chaos - Frost - Colour - Dark Death - Earth - Echo - Energy - Feral Fire - Flavour - Grace - Life - Light Mech - Nature - Order - Psychic - Water
any suggestions add me on discord (@visscagem) or comment here!!!!
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rhcreations · 3 months
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Music from: @jwmusiccreations
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feathersforbrains · 9 months
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I think I've come up with a decent start to a game, I'm think about calling it something along the lines of "Fix It Felix: The I.T. Guy" or something along those lines. It's a 2D platoformer inspired by the classic sonic games, set in an office environment where you'll play as Felix the Armidillo who is an I.T. guy that has to get to his boss on the top floor of his office. Along the way he has to fight through each floor and must fight different bosses and angry coworkers that stand in his way of his promotion.
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mindymortondev · 1 year
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New Features, Lightning Round!
There's been a lot of updates over the past few weeks, and I have been a little too busy implementing them to take the time to upload my progress, so here I will quickly try to show off these features and credit my resources!
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New Animations and Player States So I actually had to totally rewrite the player code to add these new animations and a couple of new states involving getting damaged, dying, and winning the game.
I mostly used the logic from this Godot tutorial by Nathan Lovato in GMS2 which helped me to really break down the character into good chunks. It was tricky to work out the kinks when I started but it worked just as well now and made the workflow with these other new features a lot easier. I also used a lot more functions() to be able to speed things up, since physics would need to be written in every state.
Essentially, these new states work like this:
Touch something bad? Damage State. Damage State? Check if they still have health. (tutorial on invincibility frames by HeartBeast) No health? Enter death state. Death state? Transition to title Game Over room.
And the winning state will simply transition you to the "winning room" as soon as you touch the winning item. And the looking-up and looking-down animations are used in the idle state if the camera detects that that is what the player is inputting.
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Title Screen, Pause Menu, Game Over, and Winning Screen So to make these work, the first thing I had to do was actually decouple my camera from my player. Coupling is what happens when you write the code of two objects in such a way that they can't run without each other being present. Decoupling was difficult for me since I did not understand the key difference between calling an instance and calling an object. Basically, an object includes all instances of that object, but an instance is only one specific object that's already loaded.
However, once I did, it was fairly easy to move the camera around through code without a player present and create the Game Over, Title Screen, and Win Screen all on my own.
For the pause menu, I used this tutorial by Shaun Spalding and implemented some assets in the Draw event to make it feel like a proper pause menu.
I'm also just going to mention here that I used this other tutorial by Shaun Spalding to implement a transition so the game doesn't just freeze for 20 seconds while it loads the other room.
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A few more assets I implemented a few more assets, mainly for UI. I actually was able to figure this out by reading documentation! It was pretty much all handled in the DrawGUI event. I also added some simple hearts and coins by using GameMaker Studio's health and score properties, which are universal throughout the project, like a global variable!
Everything past that was mostly more assets like recoloring the roots, making some more roots with the spikes on them, and then making additional backdrops for above ground and underneath the ground! I would share them all here but I intend to share a link to download the game in the next post, so keep your eye open for that!! :)
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pollyparrotgame · 5 months
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you can now die in Polly Parrot
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telecollision · 4 months
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We are nearing time for the reworked demo to be done, and I couldn't be more excited to share it with everyone! I'm hoping to release it by the end of January!
In the mean time, please enjoy this trailer for the new demo that Daniel made.
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coffepixelgames · 7 months
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Cars and Saws - devlog #1
Hello dear human beings!
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Firstly I would like to say that I will now have this new blog "coffepixelgames" dedicated to posting devlogs of my games, future games and games from other developers as well. The "coffepixel" blog will only be for sharing arts.
Lets go to what matters. I would like to share my newest little project called Cars and Saws.
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The game consists of controlling a car while capturing coins and gasoline. When the gas runs out, it's game over.
If you go back to my old publications, you will see that in Click on the cookie I was unable to make a button to turn the music and sound effects off and on, in this new project I managed to do it! It was a way I found to do it, I don't know if it's the right way but it worked. Another thing to learn was how to save your game score so you don't lose your high score.
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For now that's it. I plan to add more things to the game to make it fun like new cars.
It is only available on GX games but will soon be available on itchio.
Until next time guys!
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rosiemoo · 1 year
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A layout I was messing with for OCEAN BORN. Clocks are a type of dialer that constantly spin but you can hold click on them to stop them.
This layout is very funky to control but also pretty fun? I can't say if something like this will make it into the final game but it is at least a neat idea.
Also featuring the "Nonbinary Trans" color scheme on the wires 😁
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everydaygremlin · 5 months
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gamemaker on steam
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mizukidevlog · 2 months
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Devlog 25
Hello guys and girls! This has been one heck of a week for game development! (In a good way)
The bit of work that I am most proud of this week is some updated and polished combat-related sprites! They went from being short boring animations with hardly any movement to an attack sequence that just makes pummeling the nearest spirit or guard really fun! (The enemies got polished animations too, but Mizuki is the focus. She is the main character after all.)
If you watch the whole video, you'll also notice that there is a sign! (Bonus points if you know what the kanji on it means). I'll be placing signs throughout the game, not to serve as the tutorial, but just for helpful information.
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I've also worked on stage design, adding new stage hazards, and refining plans for development and marketing. I'm learning more and more about just how much goes into game development.
I also almost lost my game files...so that was fun. I installed a Gamemaker Studio 2 update today and it completely messed up how some of my code worked. Thankfully I had backed-up my code earlier that day, otherwise you would be hearing from a very depressed Me.
Hope you enjoyed reading! I'd love to hear from anyone who reads this, so drop a note or something if you feel inclined. Have a great week!
[Slowed-down attack animations for your enjoyment] (The transparency did not translate to .gif very well)
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[Loading a game from an older build on a new update does weird stuff. Can you find Mizuki?]
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If you made it this far, this is for you: <3
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knackeredforever · 4 months
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Gamemaker studio 2 untitled car racing game test video 2:
now with an added enemy racer:
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