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I have a lot more free time than usual this semester so naturally I decided to start working on my dream of being the next Gaben/Tim Schafer/Shigeru Miyamoto.  This means making shitty videogames for the next few years!  I figure some of you might be amused by my awful coding and art skills.

I'll be diving straight into making legit AAA blockbuster games starting with a 4x strategy game drawing inspiration from Civilization and Master of Magic.  Obviously it's going to take an long time for anything to come out of this but whatever, fuck it.

[Image: NngzF.png]

Lookit those pro level sprites.  Left image is a mockup of a map, showing off my advanced terrain generation algorithms.  On the right is an example of the unit cards I'll be using for however long it takes to actually make something that works, and then legit unit images will come.

Criticism/complaints/kickstarter funding is welcome.
The UI reminds me of the Exile series.
I'm making pretty good progress.  Since my first post I've added units that can move around, pass, kill each other, and now turns work properly switching between player and computer moving.

[Image: j9yGs.png]

Next step is to add more than one unit type, let both sides pick their armies and place them, and put in win conditions.
I've been dabbling with the gamemaker studio software on steam, what are you using to make this?
(11-10-2012, 05:10 PM)Trace link Wrote: [ -> ]I've been dabbling with the gamemaker studio software on steam, what are you using to make this?

Gamemaker not on Steam, which is probably the exact same thing.  I was teaching myself Python with the intent of making this game but the WYSIWYG functionality of Game Maker saves a massive amount of time, along with not having to come up with the code for rooms, drawing to the screen, and such. Plus I saw that some legit awesome games like Spelunky have been made with Gamemaker so I don't see a reason not to.  Just don't try to do everything with the standard event/action interface. GML is super easy to learn and much quicker to work with.

Vandamguy

(11-11-2012, 09:57 PM)Eschatos link Wrote: [ -> ][quote author=Trace link=topic=6605.msg256650#msg256650 date=1352585434]
I've been dabbling with the gamemaker studio software on steam, what are you using to make this?

Gamemaker not on Steam, which is probably the exact same thing.  I was teaching myself Python with the intent of making this game but the WYSIWYG functionality of Game Maker saves a massive amount of time, along with not having to come up with the code for rooms, drawing to the screen, and such. Plus I saw that some legit awesome games like Spelunky have been made with Gamemaker so I don't see a reason not to.  Just don't try to do everything with the standard event/action interface. GML is super easy to learn and much quicker to work with.
[/quote]

Hey nerds. You're doing a great job.
(11-11-2012, 09:57 PM)Eschatos link Wrote: [ -> ][quote author=Trace link=topic=6605.msg256650#msg256650 date=1352585434]
I've been dabbling with the gamemaker studio software on steam, what are you using to make this?

Gamemaker not on Steam, which is probably the exact same thing.  I was teaching myself Python with the intent of making this game but the WYSIWYG functionality of Game Maker saves a massive amount of time, along with not having to come up with the code for rooms, drawing to the screen, and such. Plus I saw that some legit awesome games like Spelunky have been made with Gamemaker so I don't see a reason not to.  Just don't try to do everything with the standard event/action interface. GML is super easy to learn and much quicker to work with.
[/quote]

I have started tinkering with gamemaker as well, mainly because it can compile for iOS/Android easily and while I was using Apple's xcode, they decided in their latest build to stop supporting Snow Leopard, and the macbook I am using won't run Mountain Lion.

So its either tinker in game maker or drop $500 on a mac-mini simply for coding.
[Image: dYBmj.gif]

Now with motion!  Would be bigger but I had to shrink it to meet imgur's 2Mb upload limit.

Next step is actually implementing movement/fighting effects from terrain, and putting in roads.  And then I'm gonna have to figure out how to do AI which I predict will be a massive pain in the ass.
In before BRB;U makes a dev team.
I now have terrain effects, roads, and super basic AI.  No more jesus units walking over water!  At this point I'm not quite sure what to do next.  I don't know whether I should be coming up with more unit types, adding more gameplay like ranged attacks, or starting on the main 4X part of the game(everything I've done so far is just the battle part).
(11-13-2012, 07:32 PM)cbre88x link Wrote: [ -> ]In before BRB;U makes a dev team.

There's been one ongoing for about 2 years, we did put one game on iOS's app store, didn't make a dime on the advertising though  :p
(11-15-2012, 04:10 PM)Caffeine link Wrote: [ -> ][quote author=cbre88x link=topic=6605.msg256766#msg256766 date=1352853156]
In before BRB;U makes a dev team.

There's been one ongoing for about 2 years, we did put one game on iOS's app store, didn't make a dime on the advertising though  :p
[/quote]

BRBU Dev Team needs a BRBU Product Marketing Team.


(11-15-2012, 04:31 PM)Didzo link Wrote: [ -> ][quote author=Caffeine link=topic=6605.msg256823#msg256823 date=1353013821]
[quote author=cbre88x link=topic=6605.msg256766#msg256766 date=1352853156]
In before BRB;U makes a dev team.

There's been one ongoing for about 2 years, we did put one game on iOS's app store, didn't make a dime on the advertising though  :p
[/quote]BRBU Dev Team needs a BRBU Product Marketing Team.
[/quote]^this, because everyone hates ad-supported content
It's been a while since my last update. I've decided to put a hold on my strategy game for the immediate future because I plan on working alongside my Dad on its development.

So in replacement, I'm making a shmup!

A short first level can be found here.

The game is tentatively titled SPACE MASSACRE. Give it a try. Any feedback/criticism/compliments are appreciated.

Disregard the Game Maker watermark though, I don't feel like spending $50 just yet for a license.
potentially relevant to your interests: http://www.ouya.tv/the-ouya-dev-console-giveaway/
Given how much yall have been begging for updates I thought I'd indulge you with a preview of my next level.  Here's the boss I'm working on:

[Image: IMwV1.png]

As you might be able to tell I've given up on trying to make the sprites look good, it just takes way too much time when I should be teaching myself more important things.  Perhaps when the game is finished or when I find someone with art skills who's willing to help.

The holes in the middle are a minelayer that shoots out turrets, and the boxes at the bottom represent a hangar bay that in the very near future will spew out waves of smaller ships at the right point in the battle. 
No updates lately because I've switched to trying to develop a roguelike. Map generation is a huge pain in the ass.