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Gamemaker resources

I first found out about Mark Overmars's Gamemaker in 2004, through reading a review of "Raging Skies". Having played the game right through I became curious about the game design system.

The following are not finished programs, they are either unfinished projects or they are examples and tutorials showing ways of using Gamemaker 5.3A.

These examples should port to Gamemaker 7, though in a few cases there are differences. 

I can be contacted as BorisE on the gmc forum at: http://gmc.yoyogames.com/

List of gamemaker tutorials with example code, free to use 

Quaternions and rotation in 3D

A set of GML functions for dealing with rotation and orientation in 3D. Examples are given here

Platform game design

A series of tutorials describing a technique for designing platform games with advanced features like slopes and friction. It doesn't cover ladders yet.

GM Event sequence

Although this page forms part of the platform tutorial, this information is also useful to any gamemaker designer who needs to understand the order in which events are executed.

Event sequence can cause obscure bugs when actions are not carried out in the order you expect.

Dragging with mouse (GMD)

This shows a way to allow an object to be moved by clicking on it.

It uses an alarm rather than the step event, so that inactive objects do not slow the game down.

Two objects are given, one using Drag&Drop, the other GML. The code tries to prevent multiple objects being dragged using a crude cancel mechanism.

Auto sprite

The following technique will help in assigning the large numbers of sprites needed for good animation in a platform game, especially one with more than one player or with walking monsters. The technique can also be applied to animating objects that rotate. 

 

Path Tracer / Path Tracker example (GMD)

Path Tracer demonstrates a novel use of paths to track players in a racing game. As it stands it tracks the progress of the mouse pointer round a figure-of-eight path. The path end event is used to implement a lap counter. The sum of path_position and laps gives a value for the player's progress in the race. Using this the game can almost always know which player is leading. At present I haven't implemented backtracking so if the player is being silly and going backwards the tracker will not follow.

 

Path Finder example (GMD)

This started off as a test of the mp_grid_path function but I've gone beyond that. As it stands it strips out redundant nodes, then attempts to loosely follow the path using the move potential step command to move towards a path node.

A loose follow routine is preferable to the standard path routine as it allows for AIs that obeys game physics.

The chosen grid is too coarse to accommodate the detail of the maze yet by combining the power of both the grid and potential step functions the object still navigates correctly (mostly).

This is rough code and needs cleaning. Specifically it can fail if the start or finish point lie within "forbidden" grid squares. To avoid this I've given the target an oversized bounding box. A better strategy is to find the nearest legal grid square to the target object and use that as the destination.

Left mouse button displays path. Right displays grid.

Abandoned projects, available for use but please credit

These may be used as example code but are not documented in detail the way the previous list are.

Super Bouncy Ball is an abandoned project, and as such may be treated as an example file for modification.

It arose from an experiment in combining a crude "physics" engine with a platform game engine, then throwing in some cute sprites.

Download Zip file Download GMD file

Bigmap is another abandoned project, a "Turn and thrust" game with the complication that your ship is attached to a sphere by a connecting rod. At present the ship bounces off scenery and cannot be destroyed, although at least one player got it stuck.

Download Zip file Download GMD file

Water maze is an unfinished version of Water Panic. Most of the physics is already in place, the monster AI is similar to the finished version and the demo plays quite well. I'm making this available as an example file.

Download Zip file Download Zip of GMD file

 

 

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