So I'm making a game in GameMaker...
Re: So I'm making a game in GameMaker...
Found a list of graphics programs for game devs at PixelProspector:
http://www.pixelprospector.com/graphics-programs/
http://www.pixelprospector.com/graphics-programs/
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Re: So I'm making a game in GameMaker...
Sweeeeeeet.
Also, I decided to make a list of the 4 sample units I'm going to make for the Alpha (Hopefully once I get the art done I can get onto the actual code).
The full game will have far more units and far more balanced units on both sides. I'm contemplating adding in armor (Tanks, mechs, and things of the like) and automated units (Cheaper infantry).
Here are the four units (Each) I have planned and green-lit for the Alpha.
Also, I decided to make a list of the 4 sample units I'm going to make for the Alpha (Hopefully once I get the art done I can get onto the actual code).
The full game will have far more units and far more balanced units on both sides. I'm contemplating adding in armor (Tanks, mechs, and things of the like) and automated units (Cheaper infantry).
Here are the four units (Each) I have planned and green-lit for the Alpha.
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Re: So I'm making a game in GameMaker...
Bump for reasons.
I'm saving up for GIMP or Photoshop, so I can make the UI and sprites, which is a good first step into getting it all into the game.
In other news I realized that I may not have to learn GML to make the movement system of the units work. Since a variety of videos on test games made without it, which came out smooth and without problem. With some fuckery I may be able to make it work with a simple "Click to move" system. Hopefully.
In somewhat hopeful news I managed to make a combat system work, without having to force the player (And by extension, me) to do too much maths.
Taken hefty inspiration from Sunless Sea, Autumn War, and Universalis IV (To a degree).
The system would work like this:
When a battalion (Or any unit) contacts another unit the game will pause. Showing all units that are in combat range and battle-able. Fixing the problem of combat randomly occurring when the player may be doing something else.
The battle itself will be in real time, focusing on the player micro managing the squads of the battalion unit under their control over a grid.
Think of it like this:
You have a 10 by 10 grid of little squares occupied by pictures of your units (Odds are there'll be sprites for units in battle so it looks prettier), the same applies for the enemy. The battle UI would look something like this:
On the left: A large rectangle showing the grid, the bottom is divided into a stat screen.
In the middle. A small section on the top that shows the statistics of the battle. The rest is occupied by information such as range, terrain, morale, and things of the like (Suggestions?).
The right is the same as the left. With question makers occupying spots where there are enemy units you can see.
A shield will be on the top right of the image shows whether your squad is in cover or not.
The player (And enemy) can move his units about the grid, into cover and away from fire.
The shooting that units do whenever they feel like it is a percentile chance based off of the base stat to hit (10%), plus their shooting stat, plus/minus whatever squad buff/debuff, minus cover bonuses, plus a steady weapon bonus (A cover bonus for when you're in cover).
As an example, I'll show off two squads.
Standard riflemen:
+10%
+40%
+0%
-0% (Out in the open)
+5% (No ability bonus, but a cover position that provides a place to stabilize your rifle).
Equaling 55%
Gunner:
+10%
+30%
+5%
-0%
+20
Equaling 60%
Just a note, this is per soldier. Each squad contains a varying amount of soldiers, which equate to attacks in any other traditional turn based game. A soldier will fire a burst at an enemy unit (I think for the sake of simplicity, I may make the entire squad concentrate fire) along with his teammates. The idea being this adds a new layer to the game of complexity the player has to account for.
To compliment this, I'm thinking of adding jams (Your weapon might lock up in battle), broken morale, and things of the like. This may pave the way for an inventory system, and in a way a progression and level up system.
The level up system would probably be simple, as in you upgrade your commander (The guy leading the battalion, who may die or survive if the battle is lost.) to give upgrades to a certain stat among the entire battalion's squad. Meaning all conscript units would get a buff, but no one else if you upgraded them.
I'm saving up for GIMP or Photoshop, so I can make the UI and sprites, which is a good first step into getting it all into the game.
In other news I realized that I may not have to learn GML to make the movement system of the units work. Since a variety of videos on test games made without it, which came out smooth and without problem. With some fuckery I may be able to make it work with a simple "Click to move" system. Hopefully.
In somewhat hopeful news I managed to make a combat system work, without having to force the player (And by extension, me) to do too much maths.
Taken hefty inspiration from Sunless Sea, Autumn War, and Universalis IV (To a degree).
The system would work like this:
When a battalion (Or any unit) contacts another unit the game will pause. Showing all units that are in combat range and battle-able. Fixing the problem of combat randomly occurring when the player may be doing something else.
The battle itself will be in real time, focusing on the player micro managing the squads of the battalion unit under their control over a grid.
Think of it like this:
You have a 10 by 10 grid of little squares occupied by pictures of your units (Odds are there'll be sprites for units in battle so it looks prettier), the same applies for the enemy. The battle UI would look something like this:
On the left: A large rectangle showing the grid, the bottom is divided into a stat screen.
In the middle. A small section on the top that shows the statistics of the battle. The rest is occupied by information such as range, terrain, morale, and things of the like (Suggestions?).
The right is the same as the left. With question makers occupying spots where there are enemy units you can see.
A shield will be on the top right of the image shows whether your squad is in cover or not.
The player (And enemy) can move his units about the grid, into cover and away from fire.
The shooting that units do whenever they feel like it is a percentile chance based off of the base stat to hit (10%), plus their shooting stat, plus/minus whatever squad buff/debuff, minus cover bonuses, plus a steady weapon bonus (A cover bonus for when you're in cover).
As an example, I'll show off two squads.
Standard riflemen:
+10%
+40%
+0%
-0% (Out in the open)
+5% (No ability bonus, but a cover position that provides a place to stabilize your rifle).
Equaling 55%
Gunner:
+10%
+30%
+5%
-0%
+20
Equaling 60%
Just a note, this is per soldier. Each squad contains a varying amount of soldiers, which equate to attacks in any other traditional turn based game. A soldier will fire a burst at an enemy unit (I think for the sake of simplicity, I may make the entire squad concentrate fire) along with his teammates. The idea being this adds a new layer to the game of complexity the player has to account for.
To compliment this, I'm thinking of adding jams (Your weapon might lock up in battle), broken morale, and things of the like. This may pave the way for an inventory system, and in a way a progression and level up system.
The level up system would probably be simple, as in you upgrade your commander (The guy leading the battalion, who may die or survive if the battle is lost.) to give upgrades to a certain stat among the entire battalion's squad. Meaning all conscript units would get a buff, but no one else if you upgraded them.
Re: So I'm making a game in GameMaker...
Photoshop's current versions are on a monthly subscription. If you can find CS4 or later Photoshop versions for sale, I do recommend getting it. Those are among the last non-subscription versions, and the UI is the same as in later versions. For everything that doesn't need a new feature, it will be enough as long as your OS runs it.Phoenixwarrior141 wrote:Bump for reasons.
I'm saving up for GIMP or Photoshop, so I can make the UI and sprites, which is a good first step into getting it all into the game.
That, incidentally, is the reason for the sunscriptions. I've seen professional photographers using ancient versions of PS.
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Re: So I'm making a game in GameMaker...
I may get that then, since I need to get the art out of the way if anything is gonna work out.
So Im making a game in GameMaker
hello i am making a racing game and i am wondering if i have to add wheel colliders
Re: So I'm making a game in GameMaker...
That depends on how in-depth you get. I've played some really cool racing games with hover cars.
Is it 2D? That's what Game Maker is usually for.
Is it 2D? That's what Game Maker is usually for.
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Re: So Im making a game in GameMaker
Probably not. But I'm no expert.charlieMi wrote:hello i am making a racing game and i am wondering if i have to add wheel colliders
Anyways. Tool related question time (Note, I have pretty much no budget):
Which program would be good for creating a soundtrack? Preferably something somewhat easy to use, doesn't have to be all that powerful.
Re: So I'm making a game in GameMaker...
Synthfont is good if your familiar with midi. FL Studio is really good too. Mm, there's also LMMS, for Linux. It's similar to FL.
Or if you're a real man, you make your entire soundtrack in Audacity, using nothing but simple waves.
Or if you're a real man, you make your entire soundtrack in Audacity, using nothing but simple waves.
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Re: So I'm making a game in GameMaker...
Because I have a budget of negative monies. It's probably gonna be Audacity.
Re: So I'm making a game in GameMaker...
All stated above are free.
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- Posts: 1433
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Re: So I'm making a game in GameMaker...
FL Studio is $100 I believe, or I'd have downloaded it already.
If it's not, I'm an idiot.
If it's not, I'm an idiot.
Re: So I'm making a game in GameMaker...
You can pay, if you want. It's pretty usable for free.
If it's changed, LMMS is almost as powerful and completely free and open source.
If it's changed, LMMS is almost as powerful and completely free and open source.