Wednesday, 30 November 2016

Gamemaker Day 33

Today in gamemaker I added in shooting to my game. Its still in the process, but I created a shotgun that is able to shoot but not able to destroy objects yet. In my game the player will have to fight their way throughout the dungeon using weapons they find with limited ammo. I only have one gun right now and its only able to show it shoot but not destroy. The next day I will be working on my shooting and adding more elements to my game.

Tuesday, 29 November 2016

Gamemaker Day 32


Today in gamemaker I encountered a glitch and I improved on my mouse look. This glitch makes it so when the player comes in contacts with a wall, the player will not move and is stuck there. My guess is that the player movement code is not working well. The mouse looking in the game has improved. I made it very similar to a game called doom where you can only look left and right. It is much more smoother and better than the one I had last time. The next day I will be fixing this glitch and adding more elements to my game.

Monday, 28 November 2016

Gamemaker Day 31


 Today in gamemaker I worked on player aiming and point of view. What I did was made is so the player could use their mouse to look around like a traditional first person shooter would. The script was quite difficult to make since I had to figure were the dead zone for the mouse was, the place in the middle where you dont move. There are still some problems on this like sensitivity, and it doesnt follow the mouse as well as I hoped it would. The next day I will be improving on this and adding more elements to my game.

Sunday, 27 November 2016

Gamemaker day 30


Today in gamemaker I completed my ceilings and movement. I also added in a fog effect to the game to make it more ominous. The movement was quite complicated because I had to figure out how to create a script where the player can look around and move using wasd. The aiming is still unfinished because the players point of view is just based on turning and not aiming like an first person shooter would. The next day I will be trying to work on the mouse aiming and adding weapons.

Thursday, 24 November 2016

Gamemaker day 29


Today in Gamemaker I made a new game. The new game I am working on is a 3D dungeon crawler game. The objective of this game is to explore and fight your way through to dungeons. It will look similarly like games like doom. Currently I only have made the walls of the game. I am trying to figure out how to make the floors and ceilings of this. It is quite difficult because I have to make everything in 3D now. The next day I will be working on adding ceilings and player movement.

Wednesday, 23 November 2016

Gamemaker day 28

Today in Gamemaker I learned how to put in a pause menu, title screen and save for my game. These options aren't very important in the game since my game is just a simple plat former but they are I guess staples to any game really. The next day I will be making new sprites to replace the the sprites I had for the enemies.

Tuesday, 22 November 2016

Gamemaker day 27

Today in Game maker I completed my platform game, well not perfectly. There are still some bugs and textures that need to be updated like the enemies. There is also the trouble of figuring out how to upload it for all to play. The next day I will be debugging my game.

Wednesday, 16 November 2016

Gamemaker Day 26

Today in gamemaker I made three new levels. In one level the player has to jump on the flying enemies below them to jump to the next platform, its pretty hard since you have to jump on one each time to get to the next platform. Another makes is so the player has to use the wall jump mechanic to save themselves from from falling down and then figuring which portal is the right one that will lead them to the next level. The next day I will be working on more levels. I plan to have at least 10 levels for my game.

Monday, 14 November 2016

Gamemaker Day 25


Today in Gamemaker I finished another level. This level was particularly hard to make because it was too hard to beat. In this level the player has to dodge the flying enemies coming their way and get to the portal. It was hard because dodging the enemies were nearly impossible, they were too fast and close to each other. It took a while to adjust it to make it hard but possible to beat. The next day I will be working on more levels.

Monday, 7 November 2016

Gamemaker Day 24


Today in Gamemaker I fixed my glitch. The glitch was when the player would jump on an enemy they would die. I fixed it by changing the collision code between the player and enemy. The old code "if(y+(sprite_height/2) < other.y-(other.sprite_height/2)+vspd)" used the players and enemies height to figure out when the enemy would be destroyed. The new one "(y < other.y-vspd)" is much less complicated and doesn't use it which makes the hit box between the player and enemy more accurate.

Thursday, 3 November 2016

Gamemaker Day 23


Today in Gamemaker I almost completed my level but ran into some more problems. In my level the player would have to use the enemies as platforms to jump on to get around the map, but when the player would jump on some of them the player would die. This is a problem since every platform in the level was an enemy. I'm still in the process of trying to figure out what the problem is. My guess is there's something wrong with the code I've used for jumping on the enemy to kill them. The next day I will be fixing this glitch and finishing my level.

Wednesday, 2 November 2016

Gamemaker day 22


Today in Gamemaker I was faced with a problem. The problem was my enemy A.I. would not fall and wouldn't chase the player like it was suppose to when near them. They were able to move left and right without falling off the ledges, but I wanted some to fall off but it did not work. So what I did was completely rewrite the code for the enemy A.I. Now I had two of the same enemy, one that wouldn't fall of the edges and ones that would. I make it so the enemy that would fall off the ledges would chase the player so I wouldn't have to apply the same code to both enemies. The next day I will be working on what I was suppose to; making more levels.