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: (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 Game Maker 8 open beta, I felt duty-bound to download the tool and give it a whirl to see what’s improved over previous versions.
It turns out that there’re quite a lot of tweaks in the new release: some of them are purely aesthetic, while others shake the system to its very core and sprout random slices of chocolate cake when you enter the secret code. It’s quite clear already that Game Maker 8 has made a considerable jump over its predecessors in a way that will benefit just about any user out there.
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.
This article originally appeared in Dev.Mag Issue 29, released in February 2009
If one had to compile a list of the top ten reasons for envying former Dev.Mag editor-in-chief Rodain “Nandrew” Joubert, coming a close second to his fabulous hair would be his tendency to constantly roll out absolutely fantastic and innovative games. Whodunnit…Think Quickly is no exception to this rule.
This article originally appeared in Dev.Mag Issue 25, released in September 2008
Have you ever felt the urge to kill your friends, but held back because those blood stains are such a pain to get out of the carpet? Well then, you need to download yourself a copy of top-down multiplayer shooter, Monochrome! You might also need to get some professional help, but it’s not my place to judge!
We’ve covered drawing basic meshes, and we’ve covered the all-important transformation functions. We’ve also covered lighting. Now that we have all these basics down, it’s time to start on some of the nifty tricks that you can pull using what we’ve learned.
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.
What you may or may not realize is that the humble Game Maker comes with the ability to draw 3D graphics. This makes the task of putting 3D games together a lot simpler. However, one thing I would like to emphasize early on is that 3D is just another tool – nothing more, nothing less. Giving a game 3D graphics will not magically make it better. In fact, it can complicate a design that would otherwise work perfectly well in 2D. Conversely, using 3D in GM can also simplify certain graphical aspects of your game. It’s up to you to determine whether it’s worth all the extra effort, and to be aware of the limitations of Game Maker’s 3D functions.
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.
It’s rare that a fresh concept is exceptionally implemented in its first incarnation, but that is exactly what Miktar Dracon has accomplished with Blastion. Taking the idea of racking up points with limited lives and flipping it on its head, Blastion’s gameplay is quite unlike anything else in recent memory. While the motivation given to the player is fairly standard, scoring enough points to earn that ever-challenged number one spot on the scoreboard, it can take a little while to get used to the new concepts offered.