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Author Topic: ENIGMA examples - Games  (Read 12539 times)
Offline (Unknown gender) TheExDeus
Posted on: November 07, 2010, 04:17:21 pm

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I have created some awesome (AWESOME) shit for GM too. I could make some "examples" if you want. :) Like the Galactic Invaders thing, where you fly, shoot and get points. I am quite good with graphics too. Question is do the "examples" need to be like tutorials where every step is explained or just a game they way I make it and everyone can learn from it if they can.?
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Offline (Male) Josh @ Dreamland
Reply #2 Posted on: November 08, 2010, 07:34:24 am

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I'm in no way opposed to having code-only examples. That -is- ENIGMA's strongest suit.
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Offline (Unknown gender) TheExDeus
Reply #3 Posted on: November 08, 2010, 11:07:05 am

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Thats the thing. There are many ways we can make stuff with Enigma, and so I don't know what would be the best way for examples. Examples themselves could be a little open source taste on what Enigma can do, and so I don't think that everything should be 100% noob friendly.
For example, right now I have a dilemma on how to make the enemy's for the example. To make all of them in one object (like I would do in normal circumstances) or do I need to make every enemy type a new object and then use a parent object? The second method would be better for noobs, the first would be better for more experienced people.. Anyway, how about I just make a little game and we will see if my personal coding style is ok?

edit: Also, the game will be just a stylized galactic invaders type game with glowing shapes as the player and the enemys. Don't look half bad.

edit2: Here is the basic concept: http://host-a.net/HaRRiKiRi/GalaxyDefence.gmk. Development time to this point - about 2 hours (less actually). And that is the point I think we need to stress with Enigma (and GM itself), that some interesting games can be made in very short amount of time. Question about my example is the following: Can it be coded like that? I haven't commented anything yet (which of course would be needed if was included as an example), but the general way I make it. Like using one object for different things. Thou I think I showed how sprites can be used economically, and how to code a very basic and short level system. I just want to know if we should encourage users to code something like that, or by using every resource Enigma provides. Like I could use paths for the enemy falling, and every level could be in a different room. This would be more easily manageable by an unexperienced user, but this, I think, gives more flexibility.
I must also stress that this will not compile in Enigma as of yet, and it could be a basic landmark to get working.
« Last Edit: November 08, 2010, 02:12:09 pm by HaRRiKiRi » Logged
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Offline (Unknown gender) TheExDeus
Reply #5 Posted on: November 08, 2010, 02:18:19 pm

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I added an simple concept on how the example would look and how I would code it in the last post as an attachment (and a link.. ahh what the hell, here is the link again):http://host-a.net/HaRRiKiRi/GalaxyDefence.gmk
I think I need to remake it to make it more easy for beginners. It wouldn't be hard, but to make it 100% easy, I would need access to resources like paths. So I will finish this example as a coded one, and then I will remake it more easy when it is possible.
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Offline (Unknown gender) TheExDeus
Reply #7 Posted on: November 09, 2010, 10:36:59 am

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I wondered where these posts went..

Anyway, using SpaceInvader sprites would be lawsuit'y, so I will just use some basic shapes which can't be trademarked (and still look cool when glowing, because everything looks cool when it glows).
Anyway, I will make a game out of this (as Josh suggested), and we will see how useful as a learning example this would be.
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Offline (Male) Josh @ Dreamland
Reply #8 Posted on: November 09, 2010, 10:38:56 am

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It's been 30 years, HaRRi. I'm pretty sure Space Invaders is fair game, too. But do what you like.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
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Offline (Unknown gender) TheExDeus
Reply #9 Posted on: November 09, 2010, 11:59:35 am

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Didn't get it. My english must be rusty. :D
I think you agree with lasse that I should use Invader graphics? Or I should make another type of game instead?
« Last Edit: November 09, 2010, 12:12:21 pm by HaRRiKiRi » Logged
Offline (Male) Josh @ Dreamland
Reply #10 Posted on: November 09, 2010, 01:35:43 pm

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I'd say use anything you like from Space Invaders. Maybe not the exact 8x8 two-color bitmaps, but the shapes and behaviors, sure.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
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Offline (Unknown gender) TheExDeus
Reply #11 Posted on: November 09, 2010, 03:18:40 pm

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Understood.

Anyway, here is an updated gmk. About 5 hours in work. Its gets messy thou. The code itself is not that bad (I always code it this way), but the amount gets larger. If I want to make a full fledged game then it will have even more code... Do any of you have any tips on my coding style (except lack of comments of course)? Maybe I use Alarms too much, but I think people should use them as they are the built-in time events.
Anyone with GM8 can run this. Also, you can criticize the game itself if you want (so ideas etc). I just improvise.
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Offline (Male) Josh @ Dreamland
Reply #12 Posted on: November 09, 2010, 06:50:03 pm

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Some part of me was hoping that game would work in ENIGMA and not Game Maker. Turns out the opposite was true.
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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
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Offline (Unknown gender) TheExDeus
Reply #14 Posted on: November 10, 2010, 06:32:11 am

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Quote
Some part of me was hoping that game would work in ENIGMA and not Game Maker. Turns out the opposite was true.
Right now there are some essential things missing in Enigma (like collisions), so I can't make it there yet. I do plan on optimizing it when it is converted in Enigma (like adding int i in all for cycles to make it faster). And in the end come up with some cool stuff that could only be made in Enigma. I also plan to make it visually very attractive which could end up slow in GM but would work fine in Enigma (like more particles and effects).

Quote
Make the inverted rectangle the same size at all times, meaning that it shouldn’t get smaller when you move t
That is more of a feature. :D

Quote
Use GM’s built-in particle effects in order to be simpler.
I don't believe it would be simpler. And I am not sure at this point how and when Enigma will support particles. Enigma is fast enough to use objects for particles and still work faster compared to GM particles (I at least I believe so).

And the rest - I fixed most of the things you mentioned. As it is WIP I am aware of the small (or large) bugs it has. I was waiting more suggestions for the gameplay if you have any. Thou thanks, I didn't notice some things.

edit: One way to make it look more fancy would be to have a dynamic grid underneath that moves with explosions etc., but then it would look a lot like GridWars (or whatever it was called)..
« Last Edit: November 10, 2010, 06:35:40 am by HaRRiKiRi » Logged
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