Week two’s prompt was “create and destroy.” Please post your second batch of game maker experiments. I look forward to seeing what you came up with.
Good luck, and have fun.
Here’s mine — don’t squish the little guys!
Cool building mechanic, the way you generated objects is great. I killed all the red guys though, not sure if I was supposed to.
No, you monster, don’t squish the little guys!
this game was just fantastic. such a great concept.
and yes. It was worth it. those red bastards were getting in the way! x)
one note though, i couldn’t jump while standing on top of a red guy. so i had no choice but to push him. lol
Yeah, a few little things I missed — red guys don’t collide with one another and you can’t jump on their heads. To fix that I usually just create a tiny block between myself and the red guy, and then I can jump.
I couldn’t figure out how to get up to the upper platforms. But I do like how you developed the create/destroy conditions.
Create block stacks and jump on them.
The block creation was amazing. Very good execution overall.
I don’t know if the really slippery movement was intentional or not, but I thought that was sort of irritating.
Yeah, I just used GameMaker’s built-in Box2D physics, which means you’re going to slow to a stop as dictated by friction. I could probably up the friction value on all the surfaces a lot and fix that.
I murdered 8 little guys. Was it worth it? Yes, yes it was. Sweet game. An interesting twist would be if you had a limited area rather than length or width. That way you could make fat blocks or long slender blocks. Also, make an option for full screen (in my opinion) because if my mouse goes off the screen just a little, it freezes the square which is tough. I’m used to dragging top left to bottom right, but when I would get stuck in the right corner I had to make like reverse boxes. Could you post the file? I’m interested in how you got the physics working.
I tried limiting it by area initially, but it made the click and drag mechanic feel clunky. It’s kind of hard to describe, but since a long skinny block has significantly less area than a squarer block, you’d be moving your mouse around to draw the outline and it would kind of “snap” rather than drag smoothly. It made it feel like something wasn’t working properly, so I just switched to how it is.
And yeah, the off-screen thing is a little irritating, I’d probably switch fullscreen on if I made another build.
I can post the file a little bit later, but I have to warn you it took me about 6 days to come up with the idea and I actually implemented it in what free time I had on the other one, so it’s not exactly well-organized.
Here is the last working copy of mine.
I thought it was really interesting that I could basically completely disassemble your level and build my own, using the creation mechanic.
I was going to have another level that was more restricted and introduced a new enemy type, but it was lost when my laptop died.
Here is mine, I was happy with alot of things, but missed a few. example (I cant figure out why the people enemies can go through walls)
creating viruses/ destroying mechanical and biological things
That was pretty fun, I did notice that when I killed one cyborg, they all disappeared. You have have the collision event on the bullet instead of the enemy…or is it the other way around…
I have the collision on the bullet. but the way I have the variables set it was weird. I could probably fix it if I took the time.
It is highly recommended you press F1 to get info about the game. You can create and destroy for both sides, so keep that in mind.
I like the almost board game feel this has. If there was a win condition even a simple one such as (set this pattern, while blue is set at this pattern) I think it would have been stronger. I messed around with it for a while.
you are an enzyme! break down your substrates and create energy for the body.
I love the simplicity of this game, you did a good job focusing on one core mechanic. now I feel so energized from all that digital energy I made
Cool game, I like the way that it teaches you to play it by gradually adding more challenges one step at a time. Unfortunately I got stuck in a wall trying to escape from an inhibitor 😦
haha this was wonderful. love the concept, love the tutorials incorporated into the gameplay. movement was a bit stiff but overall, good job
That was cute! Like the simplicity of it and how you learn as you go along.
Here’s my second prototype, Backburner: You create walls to protect people, which are eventually destroyed by fire.
I got hacks. you can build bricks over other bricks, so I was building a wall around my guy and accidentally clicked him. he is now eternally protected, by tons of bricks. great idea it works well
Ahhhh! There’s so much fire! Felt like a no win situation.
very fun harder than i expected to keep the people alive. easy to protect one though
It looks like a cool timing puzzle game, but I was a little bit confused by the instructions, and I’m also slightly color blind, so… I had some trouble 😉
The concept is really nice, I would have been really helped by like an introductory level with less urns. just to hone my focus while I learn the game rules
this was a really cool idea. a bit hard though. x)
Create a path to the destroyer by destroying the submarines.
I killed everything. Some of the islands were hard to get through. I thought it was a decent maze game. since the placement of the islands made you have to stay aware.
Would have been nice if there was some sort of a win-screen to make me feel all accomplished.. Lol it actually took me a while to figure out how to play this game. I didn’t know I could ‘guide’ the torpedo by pretty much dragging it. Anyway, once i figured it out, it was fun. The control keys were a bit uncomfortable though. Might have been better if you could move up and down with W, S keys so the spacebar would be easier to use.
Create bottles by hitting the first letter of a color. B for blue, G for green, Y for yellow, P for purple, R for red, and O for orange. Click your left mouse button on the bottle to smash it against the wall. Repeat until you’re no longer stressed! 🙂
1. nice little stress buster. I would have liked to see my bottle options so I could click them onscreen instead of hunting for the keys.
2. will you please not make installers, so we don’t have to install the game on our computers as a permanent app?
I didn’t know how to do the first suggestion. As for not making an install game, I didn’t realize you had a choice in the type of executable you could make.
I kept it simple.
cool tower defense game. I had a problem with my towers shooting between the enemies. you should look into the code for seeing where they will be in x steps, and aim there. or just have the bullet be a “missile” and go towards it after firing.
Holy hell did this one give me a headache. I cheaped out in the creative department and just went with a tower defense game. Seemed like the most obvious game for this prompt.. but man, did I pay for it. I am physically and mentally drained. Had to look up many tutorials, and learn how to use codes (which was quite helpful actually). Anyway, here it is. I custom-made all the sprites except for the grass and the monsters. Enjoy.
Prototype 2 – Build & Destroy
P.S. To anyone who’s interested, I updated my prototype 1, Crystal Explosion. Apparently it was a bit hard for most people, so I made it slightly easier. (a) gems now get rid of the cracking lava grounds within radius (b) everything gives you points: all gems, lava grounds, monsters. (c) player movement sprite animation has been fixed. So here’s that too. Ciao!
Prototype 1 – Crystal Explosion v2
My idea was to destroy famous artwork with graffiti, which creates new art.
I hit several brick walls – apparently drawing was easier in older versions of GM. But I got the drawing mechanic in place!
Has anyone used the screen_save() function with the Steam version of GM successfully?
drawing mechanic was nicely done. It would be cool to have a color selector, which you could simply do by making an object for the colors you want to include, when clicked. they change the line color.
Here’s my game, “Dark Lord.” I didn’t get to put as much content in as I wanted, but the core mechanic is still there. The object is to just wreak as much havoc as you can before you die (“get banished to the dark realm”).
1. can you win? I tried so many times.
2. this game was pretty legit (see above, I played like 8 times)
3. I think a different color of enemy bullet would have helped, cause when the grassed turned yellow I couldn’t really see them, if that was the point. then bravo
oh and if you can, please change the installer settings
Thanks! You’re not supposed to be able to win, it’s a survival game. I guess it’s over when there’s nothing left to destroy. I couldn’t make it compile to an exe (stupid Game Maker Studio >_<).
I did find a minor visual bug though, it's fixed here:
****DOWNLOAD THIS ONE. THIS IS THE FINAL, CURRENT VERSION OF MY GAME****
OK, never mind, I figured out how to export it as different stuff, but it kept throwing an error when I tried to make it an .exe, so a .zip is the best I could do. Still better than an installer.
Thanks for getting rid of the installer — really love this game. The way you use perspective is cool, feels like something in the spirit of the Rampage games.
Create gems to destroy the enemies and defeat the Necromancer.
very nicely done. I’m not great at scrolling shooters. But I liked how the gems rotated around the player, and the necromancer refilled gems.
Nice, solid tower defense. I’m actually surprised to not be seeing more of these, or mini-RTS type stuff. Pretty much every single action you take as a player in a tower defense or RTS is aimed at creation or destruction. Or creating things that destroy. Or destroying things that create.
Create particles that destroy enemy particles! Mix particle types to push on the enemy and damage him! (it makes sense I promise)
Whoops, here’s the single run-time version.
Click, Hope and Pray!
There was a lot of things I wanted to do for this game, but just couldn’t get them to work the way I wanted.
TIP: create lots of explosions
I enjoyed this game, it reminded me of one of the fall game jam games I helped make. well done. the asteroids having different capabilities is what I liked most.
Here’s my game. Use the arrow keys to move around and WASD to place blocks around. There isn’t an “objective” at the moment. Wish I could have added more.
I originally guessed the red guys were “bad” and I had to dig more than them to win. I enjoyed destroying that dirt.
Destroy the blocks.
Very nice, feels like Pong++. Only gameplay thing I would say is that I’m not sure having to manually activate the power ups currently has a purpose — the flashing ball doesn’t seem to gain speed or become more dangerous situationally, so you may as well activate the powerup paddles as soon as you get them, right?
The ball kept getting stuck on my grey powerups 😦 , well done pong style game though
This was neat! Wasn’t sure what the falling gold and grey balls were though. The powerups? Wasn’t sure what they were doing.
The Adventures of Dr. Mintchip!
Use the Cupcake to build your way up to the Cherry Bombs, which you need to destroy the barrier covering the exit!
this is the beginning of a nice puzzle platformer. i liked the use of the “window” animation we talked about last time.
Here is my create and destroy game. Destroy the scrap to make scrap balls to throw at your opponent! (two players)
two players, very nice. the controls were good for both. and there wasnt any glitching. I approve.
The cloud spawner is the cross shaped object at the end of the lane. Clicking on the cloud spawner will create a cloud.
A cloud damages a Solar-powered robot when it passes over it.
A clouder seeder will change the properties of a cloud when the cloud passes over it. Properties do not stack currently.
If you press 1 or 2 then you will construct a cloud seeder where your mouse is currently.
1 creates a lightning cloud
2 creates a rain cloud
Robots will run away from rain clouds and robots take double damage from lightning clouds
There is no functional win/lose condition currently.
all the robots ran away and never came back pretty quickly, taking away my point for creating clouds. I would just spawn some more here and there.
Here’s my game. All you have to do is just get to the chest at the end. But that means destroying weak walls in the way… by just walking through them. Enjoy.
This game went through a lot of changes. I had wanted the guy to attack to destroy the weak walls, but it didn’t work when the walls were solid. I also had to do a bit of fiddling to get… obstacles to appear in unoccupied areas. So don’t fret if you see something appear for a moment inside the walls or the like.
it makes sense that if you break parts of a wall or cave, other debris will fall. well done game. Although I couldnt beat it. the spawned in my way to much.
Great game! Couldn’t get pass the rocks,though.
i like the idea for this game, but i think it might need a bit of tweaking so that the winning condition is not all based on luck. it was fun trying to wiggle between rocks to get through. lol
Maintain a garden.
Select which seed you want to plant on the right side of the screen, then click in the soil to plant it.
Your existing plants will produce more seeds of their kind for a while, then they will wither and die.
You can use the seeds in your inventory to trade up (click the tiles on the bottom-right) for different kinds of seeds.
This game doesn’t have a win condition at the moment, and I didn’t get to flesh the concept out as much as I would like. This is probably evidenced by the fact that my art is so small in comparison to the screen size (later, taller plants would have been added).
definitely better than farmville. I think this game was cool. and the inventory selection was nice.
I like this game! Was trying to be even in planting the flowers.
https://www.dropbox.com/s/tobzh1q3u5phgfx/Schuler-Proto2%28Gravity%29.exe Here’s my “game”, it’s more of a toy at this point. Again for some reason it won’t create a single runtime version so you’ll need to install it.
Had some problems with collision so you might get stuck on some blocks (press R in game to restart) but it is beatable.
Press space/enter at the title screen to play (fast restarts). Down arrow key destroys blocks right in front of you or places blocks in front of you for you to walk on.
SALVAGE [by: Clay Howell]
Wow, crazy good job. There’s so much content, tutorial material, and it’s all well-polished. I am extremely impressed.
This is a really well done game! Great job!
I remember playing a board game like this in my first game development class few semesters back. was that your group? anyway, very interesting game. kudos
Nope, wasn’t my group :O, but thanks!
Thanks everyone for the positive feedback. I’m sorry to say but the last level is buggy. Apparently there are some glitches with the shield and healer mods, and the graphics of the Defense Mod.
Sorry, forgot to post.
Here is the Game Maker File: https://www.dropbox.com/s/wg0ud42buwirqka/Howell-Prot2-Salvage.zip?m
This took a lot longer than expected and so, unfortunately, I wasn’t able to properly hammer out all the issues and polish the mechanics. There’s not even a proper win state, even if you manage to drag all the buildings back to your nest….
I like the way you actually have to “flap” to maintain altitude. Definitely a tricky mechanical task that would take a little bit of time to master.
Couldn’t get explosions to be accurate ;;
I tried to go outside of my comfort zone with this one. This is kind of a point-and-click adventure game (except it only has one puzzle and no real story, so I labelled it a puzzler in the game info). I’m aware that the insta-deaths are reminiscent of Sierra’s King’s Quest (when it got bad), but if I were to make an entire game out of this, I’d likely make it disjointed puzzles, perhaps with cutscenes in between, to make deaths not very frustrating. It would be a very narrative-focused game.
Oh, and be sure to read the game info. I admit it’s not very intuitive.
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