Follow me on twitter (@Art_Camp_) for more occasional video game thoughts / gifs

pixel skylines

roma★
Today's Document
ojovivo

Janaina Medeiros

No title available

#extradirty

JVL

shark vs the universe
EXPECTATIONS
Game of Thrones Daily
Misplaced Lens Cap

No title available

❣ Chile in a Photography ❣
official daine visual archive

ellievsbear
Cosmic Funnies
Fai_Ryy
let's talk about Bridgerton tea, my ask is open
occasionally subtle

seen from Japan
seen from T1
seen from Portugal
seen from Romania

seen from T1

seen from Malaysia

seen from United States

seen from United States
seen from United States
seen from United Kingdom
seen from United States

seen from United States
seen from United States

seen from United Kingdom
seen from United States
seen from United States
seen from United States
seen from United States

seen from Germany

seen from Türkiye
@squid-games
Follow me on twitter (@Art_Camp_) for more occasional video game thoughts / gifs
I made a new game!
It’s called A Shitty Adventure, and it’s pretty short, and based on a true story!
It’s made in twine, which is easy and great and free and online and here
I was sick this week.
If it’s not too late for screenshot saturday I’ll just put these here
Back from vacation and split-screen is a go!
School is also a go, but I’ll try and update this blog every Saturday or thereabouts.
This isn’t just temporary split-screen code either. Although I might make a few changes, this is likely how split-screen will work upon release of the game.
This is fortunate, because it was a little finicky to get working properly -- gamemaker has a built-in system for different views that doesn’t require any code -- which is nice, but if you want to change views on the fly (in order to add more people to your multiplayer game, for example), you have to do it in code. This is good, because it allows for flexibility (that is needed when adding more people to your multiplayer game), but it took me a while to find out how to use all the commands and variables in the right places. It works now, though!
This is important also because it means after I do some quick reworking of the player code, we’re really going to start building on the gameplay!
(By the way, the split-screen can go up to four players, in case anyone was wondering)
We have a menu!!! Yay!!!
So today our art designer worked out a cool idea for the main menu screen, and we stuck a rough version into the game.
(A bit of background info): So originally I was going to code the menu in (and thus character selection and how many characters and stuff like that) towards the end, when we had some solid game play (i.e. more mines and obstacles) that felt good and fun to play. I found out, however, that in order to properly implement screenshake I would have to first put in split-screen for every player. To do split-screen correctly, there should be an easy way to add players to the game from the main menu -- and so here we are at the main menu. (End background info)
The original menu idea was that you are looking at a screen on a ship’s control panel, with the planet you are orbiting selected on the screen. When you hit play, it takes you to your map select (different areas of the plant), which then takes you to character select and playing the game. Today, we got most of that first bit done -- along with some cool animations!
For example:
The stars twinkle, and the planet bobs up and down (You can only see this by comparing the upper two images, as I have no way to get GIFs yet. Next time!)
The menu options get highlighted when moused over
And the stars are randomly generated around the screen (with a bit of random sizing thrown in as well)
In doing this I had the glorious pleasure of taking out the code that made the game quit when you pressed “escape”. It kinda feels like an actual game now.
And soon there will be more, including players 3 and 4!
Before I write anything interesting about this cool new game I am making with my brother, I need to give a HUGE thank you to Tom Francis and his video tutorials on Game Maker. They are fantastic. I (started to) make SquidGame following his tutorials, and when I got bored of that, I used my new-found game-making knowledge to start making a game where a bunch of people fly a plane at once. I paused work on that game recently (I will pick it up again sometime) though, because I started a new game! It has mines and explosions!
A week or two ago, I asked my brother if he wanted to make a game with me. He said he did, and when I asked him want it should be about, he said “It should have a Detonate button.” And with that, we have started making a game. He does the art and animation, I do the programming, and we design the game together.
In the past few weeks, working on and off, we have created two players that:
move separately
can aim, shoot and detonate mines
shrink when hit
die when too small
and are pushed away from explosions
We also added some screenshake when the mines explode.
On the todo list are:
obstacles
mines bouncing off obstacles
mines bouncing off mines
mines exploding other mines
split-screen
different kinds of mines (we have two others in mind)
up to four player battle mode
you move faster the smaller you are
more screenshake
polish (so it feels good to play)
The great thing about this list is that it feels totally doable -- looking at the todo bit right now the only thing I have really no idea how to do is split-screen. This is good, because (as you may have noticed), I have not completed any games with Game Maker. That is soon to change, because my big goal for this game is to get it finished! Ha!
OK, time to wrap this up, because the later it gets, the worser I write my sentinces. I will update this blog sporadically with images and information about this new game. Also GIFs, once I figure out an easy way to do those. I’M SO EXCITED! HERE WE GO!!!!!!!!
I made a game with this thing
It’s called Meeting People
You can play it here
So here is a thing. It is not squidgame. More info tomorrow.
Mac Version Indev 0.02
IT’S ON MAC! OH BOY!!!!!!!!
seriously though i’m pumped i got this working
click here(some unzipping necessary but make sure your fly’s not open)
Indev version 0.02
Update found here
Patch notes
Removed explosion knockback
Added movement deceleration
Added powerups
Added optional objective(s)
Added original music
Made explosion invincibility bubble less viable
Blue fish no longer become very tiny and thus extremely hard to see
Fixed rocks spawning on top of player and/or guns
Indev version 0.01
Update found here
Patch Notes
Fixed squid separation at edge of screen
Added Explosion knock back
Added menu overlay (open with escape)
Added power-ups