bn doodledevdump

drawings and gamedev

kalebjayps asked: Any advice for an aspiring dev with no real experience in coding?

Probably not the best person to ask this question to buuut here’s my advice based on what seems to be working for me over the last year. Just get gamemaker studio and make a game. Start today, there’s no reason to wait. Don’t be ashamed or afraid of your aspirations but you need to be realistic with yourself as well, start small & simple. Make pong, make a megaman clone, make castlevania, whatever, just make something simple and get excited about doing it. don’t worry about whether the way you’re going about things is the right way, just do what you know how to. It’s all part of the learning process.

Some more GM:S specific pieces of advice:

-google and the GML documentation are your greatest friends, lean on them as often as you need

-the drag&drop system is ultimately not what you will be using but it’s a good starting point for getting your feet wet

- https://www.youtube.com/watch?v=hzMNunoPd0o this guy does a great introduction to the basics of gamemaker, he got me started on it in the first place

basically summed up the best way to solve having no experience is to go get some!

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fans are coming along nicely, i’m gonna have to rework the player object slightly for vertical ones to be able to blow him upwards though it seems
full size gif below

fans are coming along nicely, i’m gonna have to rework the player object slightly for vertical ones to be able to blow him upwards though it seems

full size gif below

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added a smooth return to the player after cutscenes and a cool screenwipe effect i’ll be using for respawns and transitions in general

added a smooth return to the player after cutscenes and a cool screenwipe effect i’ll be using for respawns and transitions in general

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cutscene object added! just have to add a fade in and out of black for bringing the camera back to the player (I’ll need that for respawning and level loading too)

also smooth zooming is cool

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I made an area of effect function for the tile height changer to make it less arduous to change large groups of tiles at once, makes things way friggin easier

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waaaave

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made a gate object that can be used to set up an and, or, not, xor, ect gates. you can even daisy chain them together for more complex stuff if need be

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also you can delay the triggering of it by whatever number of steps

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the tile height changing object now moves one floor at a time instead of all at once, and you can set the delay for this too

pretty happy with the progress I made today, not the most exciting stuff in the world mechanically but it’ll be really handy for doing cool stuff later on

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bunch of ideas me and tiny and ldrs and jonny came up with

1. fast flowing rivers of water, deadly to the player without some way of crossing over. also, a freezing ability that lets you stop enemies in their tracks temporarily, freeze water, make surfaces slick, ect

2. Light/heavy ability. being light lets you float 1 floor in the air from where you take off, and then switching to heavy lets you do a groundpound basically. kill enemies, crush objects, flip nearby tiles, probably more stuff

3. fireball/spark/torch/whatever. scare or attract certain enemies, light stuff on fire

4. slime enemy. deadly to the touch, but not particularily interested in the player either. tends to have things that you want inside of its body. freeze and shatter or filter with a grate to get to the object it’s holding

5. timed explosives. you can carry the box with you like you would any other crate, and throw the bombs like bowling balls to destroy objects

6. swarms of cloth-eating moths to terrorize the player, distracted by flames

7. a key that gets larger every time you use it, and locks of corresponding size

8. mirror portals. possibly filters certain things, like you can take x but you can’t take y with you when you go through

9. light reflection puzzles, a block pushing classic

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buncha different color options

i guess it’s time to start thinking of different ability ideas

working on the ability balls
here’s some creation gifs


i was hoping to use a blending mode of some kind but unfortunately these effects, in fact alpha transparency in general, doesn’t work in GM:S if you’re using the d3d functions (which I am). as far as I know anyways
also the first actual puzzle ever made in the game aw yeah

einstein couldn’t figure this one out

working on the ability balls

here’s some creation gifs

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i was hoping to use a blending mode of some kind but unfortunately these effects, in fact alpha transparency in general, doesn’t work in GM:S if you’re using the d3d functions (which I am). as far as I know anyways

also the first actual puzzle ever made in the game aw yeah

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einstein couldn’t figure this one out

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tile modifier menu is finished now woo

a little bit of polishing up on it to do but i suppose next i’ll get boxes interacting with the buttons

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more or less figured out the trigger system for stuff, the button just says whether it’s pushed or not and any object paying attention to that specific button decides what to do based on that. this way the same button could be used for lots of different stuff. I’ll have to add and/or gates and splitter objects and stuff like that too for more complex game logic but the basic concept is working so that’s cool

hello and welcome to my web sight