How's your game creation order? Mine is: 1) Creating sprites and background 2) Creating project data 3) Creating basic game 4) Creating Music and SFX 5) Extend game at various points 6) Bugfix 7) Write the manual 8) Write the readme 9) Final Bugfix 10) Release
I don't have a set game creation order. I usually go by the chaos method (not organizing the game creation at all, just doing whatever I need to do to be able to create what I want to create). So I jump back and forth between the points in your list until I'm happy with the game. Creating this way is considered a bad idea, but writing a long design document sucks the fun factor out of the programming and spriting. If you already know exactly how the game will be before you start to make it, then all the creativity will turn into chores that you have to do in order for your vision to materialize.
If you keep a vague idea instead, then there is still room for fiddling around if you get a bit tired of your original plans.
Still, I don't think there is any method to game creation that works universally. Creativity is very individual.
Post by irrenhaus3 on Apr 11, 2008 18:49:55 GMT -5
Hell right... but it can happen that the results of what you are doing are completely different from the things you wanted to do. For example, I wanted to draw a boss enemy sprite the other day. He should be a kind of mechanical weapon-platform, 64x256 pixels - as wide as the screen. I drew the control center in the middle of the construct first and somehow it turned out into a cyclope head with a wide screaming mouth... The rest of the construction became a cyborg-like mechanic, filled with wires and pipes. Oh well, sometimes my creativity leads to a completely different direction than I want it to I'm sure things like that also happened to you sometimes, didn't they?
Actually, yes. It was started as a sequel of sorts to Psychosomnium. But it then turned into something else. It's still a bit similar, but not as much as I originally intended. And I have actually had some loss of inspiration and started redoing some of my very first (unreleased) games. It kinda makes me feel nostalgic to go back and play them. I didn't have any idea I'd keep making games for years back when I did them. Funny how things turn out.
Post by irrenhaus3 on Apr 18, 2008 18:43:18 GMT -5
I can't await playing Brain-Damaged Toon Underworld ;D Until now, every story-containing game you created had a somewhat crazy touch, but this is gonna be the top of them all. It looks SO wierd!! I wonder what the story might be this time. Surely something brilliant again, right?
I love Psychosomnia so much. And i´ve been really, really sad it´s so short Pleeeaase cactus can you make this game longer? Like full game?? I think it will be best for everyone, because this game is one of the best I´ve ever played. So can you make like full game??? I will love you, if you do it!
-Don't use midi, don't use the built in highscore tables, don't use the built in pop up boxes, don't use the built-in particle effects and don't use mp3 music/sfx!
No MIDI, check. No built-in highscore table...uhmm...any tips on programming a unique high score system that goes beyond name and score? I'm trying to make a game with 3 modes, and I want to have separate high scores for each mode. No pop-up boxes, check. No built-in particle effects, check. Screw particle effects! I can just make a sprite that moves randomly! >=I No mp3 music or SFX...oh, boy. Looks like I'm gonna need some extra programming skills to get my Organya SFX and BGM in there.
AND I'M STILL THE SHOE THAT FITS...INSECURITY...AND WAR. WE'RE WEAK AND VULNERABLE. YOU WERE USED TO WAR. AND THE BITTER NAME OF YOUR JEANS, I WAS LIKE "GIG-GAG! GIG-GAG! GIG-GAG!" MEANS POWERFUL! YOU WERE MILITARILY POWERFUL. AND YOU COMMENCE TO HARASS THE WEAKEST CORNERS OF MY WE--[end transmission]
Current speedrun time on PSYCHOSOMNIUM: 1min. 30sec.
First use init_highscores() at game start. This script will see if the game has been played and if so load the highscore data or initialize new highscore tables if no save data can be found.
Use add_score() to enter a new value into one of the highscore tables. The script has two arguments, in the first one you enter the score the player has reached and in the second you enter what table you want to enter it in. The script checks automatically if the score is high enough to be entered in the top ten.
Use save_score() when you quit the game, or something.
Name saving is already in there, but you have to search for some tutorial on how to let the player enter names. Basically, you use string_copy() and keyboard_string (which is a variable that stores all the keys the player presses). It's not that hard, you could probably figure it out yourself if you read the manual on how to use string handling functions in GML.
Those give you "karma" which is basically like saying that you did something good or bad. Exalt is good, smite is bad. Having a positive karma is good, negative is bad. It's nothing to pay any real attention to, I really couldn't decide if I wanted to have the feature or not so I just let it be there as I couldn't see it doing any harm.