
Ed: Yo Nandrew, where’s that ShellBlast review you promised me? You’re already a day late.
Me: Ah, er, bad news. I haven’t written it yet. I’ve been banging my head against this level 30 nuke defusal for most of the afternoon, and as far as I know I’ve still got oxidation and time-bombs to unlock.
Ed: What? Put the damn game down and get on with your writeup already!
Me: I’ll start it as soon as possible, I promise. I just wanna clear these next few levels first …
Ed: Grrrr …
Ed: (starts ticking)
Me: OHSHI-
Me: (throws a chaff grenade at Ed, defuses him, saves the day and progresses to the next level)
The short version: ShellBlast is a bomb defusal game which actually makes you feel like you’re defusing bombs. This is awesome. Continue reading

With the recent surfacing of the
In this, the final part of the series, we’ll cover the long-awaited subject of 3D models, as well as highlighting some of the possible problems you may have as you attempt your own 3D games.

We’ve covered
In Part 1, we learned how to set up a basic camera, and draw the 3D primitives that Game Maker provides functions for. If you took my advice and messed around on your own a bit, you’ll have noticed a few limitations to included scripts. For instance, how do you go about rotating primitives? There are no arguments for that in the functions. What if you want to scale primitives in interesting ways, beyond simply changing the size via the draw functions? Well, in this instalment, I’ll be answering these questions using a single concept – transformations.
It goes without saying that almost every game developer probably started out wanting to make games in 3D. After all, practically all of the AAA games that we played growing up were in 3D, so it comes as no surprise that we want to create our own 3D wonderworks.
Have you ever wondered how anyone was able to create that magical cursor in the World of Goo? Wonder no more, noble Dev.Mag reader, for this article will explain how you can put that gooey cursor into your game, in just 15 minutes. We will be using Game Maker Pro as our development tool, so to get started, open up a new project.
