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2 | WELCOME

CONTENTS
FEATURES
3 CHANGE LOG / TEAM GMTECH
4 EDUCATION UNDERCOVER
5 BOSS BATTLES
7 SETTING REALISTIC GOALS
8 USING DATA STRUCTURES
10 MAKING A CLEVER CONTROL SYSTEM
13 HOW YOYO GAMES CAN HELP FORGOTTEN GAMES

WELCOME READERS! 15 A LETTER FROM MARK OVERMARS [EXCLUSIVE]


——————————————————————
G MTech Magazine has a
very new look; hopefully
team, Tim who started as our
Wiki editor and then moved up to
researcher, is now Assistant
REVIEWS
you will like it. We realised 16 SPIRITS OF METROPOLIS [EXCLUSIVE]
that as we have no plans to Editor – he has done a lot of work
print and deliver issues it on this issue in the hope of 18 DUNGEON CHAOS
would be best to fully utilise bringing it out on time just as 19 ADRENALINE
the electronic format with gmjab regularly did when he was
landscape pages. Last time Editor. You can read about the 20 ASSASSIN BLUE
we checked, there weren't major changes on the next page. 21 RENCARA
many portrait monitors out
there. We hope that with the Have a look through this issue 23 GREENTECH
change to a landscape page begin to get a feel of the many 24 COMPETITION 04 ROUND UP
orientation we will be able to changes that we have put in, and
create issues even more enjoy the content that everyone ——————————————————————
graphically pleasing and in the team has worked hard on EXTRA
continue to provide great for the last couple of months.
conent for your reading Then, post your opinions in the 28 INTERVIEW WITH: CLIFF HARRIS [EXCLUSIVE]
pleasure. GMC Topic, the GMTech Forum or 31 DEVELOPMENT OF: ELEMENTS OF ESCAPE
even email us at
Along with changing the page gmtech.magazine@gmail.com. 34 GM CLASSICS - SANDBOX OF GOD
orientation we have also made a 37 FEEDBACK / WORTH A LOOK
few changes to the editorial gamez93 (GMTech Owner)
38 CLOSING
WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009
3 | WELCOME
TEAM GMTECH
CHANGE LOG Editors
A list of the many changes
gamez93
We've made so many changes to the Timoi
magazine that we simply can't wait to tell
you all about them!
Background Layer Writers
Bookmarks However, if you still experience some lag (or MnemonicPunk
As you can see on the left (if you use Adobe prefer a white background) you can turn off
Reader), we now have PDF bookmarks to the background by clicking on the layers tab
RhysAndrews
each article to improve navigation. to the left and deactivating the background. Tom Russell
MegonNoel
Less Lag Exclusives SkinnyEddy
Issue 14 was blighted by some rather Exclusives are now mixed in with similar
horrible lag, so we've worked hard to articles instead of in their own category, we
eliminate it, resulting in what should be a
much smoother scrolling experience.
hope this improves the flow of the magazine.
Reviewers
Reviews NAL
Vector Graphics The review system that we used to have Xantheil (Alexander Earl)
To decrease the file size and retain an where we ranked it in three sections and Broxter
extremely smooth look, most backgrounds then gave an average has now been
and decorative boxes are now vector changed, we have removed the final overall Mazimadu (Obinna -
graphics. score as we felt that just reading the review Emelumadu)
along with the ranking of sound, graphics,
Open Source gameplay and originality are enough to
We've switched to the open source DTP gauge a good opinion on the game. Proofreader
software Scribus and we've used GIMP and Bendodge
Inkscape for the raster and vector graphics GM Classics
respectively. In fact, even the font for the To highlight some of the best GM games from
writing you're reading is open source! the past to make sure they're never Special Thanks To
forgotten, we have a new regular feature. It'll
New Team Members include information about the game, it's Mark Overmars
A lot of shuffling around has been done to development, and what made it stand out at Mr.Chubigans
the team, including Tim as editor and several the time. Cliff Harris
new fantastic writers who all hope to write
content that you will enjoy. The news column will return next issue. Matrebatre

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


4 | FEATURES

EDUCATION UNDERCOVER
Education in games is flying in under the radar, thanks to MegonNoel

M ost gamers cringe at the very


mention of “educational games”.
Yet many of the most popular games
find that the structure of your game doesn’t
allow for an alternate genre, try simply
marketing it as a ‘puzzle’ game. The puzzle
available today are filled with genre is a generously encompassing theme
educational game play, be it a math and includes many titles that deal in
pattern code to get into a secured base, strategy, logic, and education.
investigations and riddle solving to on subtlety all but disappears. For instance,
open up secondary missions, or mini Subtlety in your educational elements can one of my own favorite computer games
games involving word scrambles, math also help make them a success. The path to involves using tiles to spell out different
or trivia. Additionally, countless games knowledge should be an invisible one, lest words. By listening to the instructions it’s
set in real world time periods can’t help we become reluctant to follow it. In other ridiculously obvious that the game is
but to incorporate real world history words, when people don’t realize they’re educational, but while playing the game you
and accurate character biographies. learning they’re far more receptive to it. barely notice that you are, in fact, gaining
Peppering the game with academic knowledge and broadening your vocabulary.
So why do these games enjoy such success elements, rather than making it directly By forcing players to immerse themselves
while those games designed to promote educational can break up the game play and deep into the gameplay you have
learning and interactive education are left create a subtle and enjoyable experience. As successfully distracted them from any of
dust-covered and lonely on the store shelves, you play some of your favorite adventure or their a priori judgments, and you significantly
doomed to be disappointments even to their role playing games, look for places where reduced the chances of them becoming tired
designers? The answer to this mystery is they used this technique; popular places for or bored with the game.
threefold; it involves subtlety, immersion, these elements are mini games, areas that
and just a hint of trickery. need to be unlocked, secret areas, or Education is a noble goal, and the idea of
mysteries to be solve. Once you open your making learning into a fun and interactive
For the scope of this article, trickery simply eyes to them you may be surprised at how experience for children and adults is a
means not promoting your educational game often you find them. brilliant idea; unfortunately, it’s a brilliant
as such. In the world of gaming if you so idea that has yet to be fully perfected or
much as breathe the word “education” your Lastly is the element of immersion. Every properly marketed. Education often makes us
project is dead in the water. Instead, game maker and game player knows the think of school, which in turn makes our eyes
consider promoting it by using a importance of immersion in a game, but in glaze over and our minds to wander. In order
collaborative genre; rarely anymore does a the world of educational games immersion to avoid this, smart game makers have
game fall under a singular genre so if your becomes a unique ally. Get the player to pay decided that it’s better to say nothing at all,
game is an educational RPG simply promote attention to other things, like beating the promoting only those elements that have
it as an RPG and let the role playing fans clock, finding a special item, or dodging already proven popular and letting the rest
experience the game in their own way. If you projectiles as they play and your need to rely of the game speak for itself.

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


5 | FEATURES

BOSS BATTLES
MnemonicPunk tells you how to make your games' bosses truly terrifying

W ith a quick slash of his whip Juste


Belmont releases a horde of
zombies from their suffering, barely
no two screens full of pain and bone-
crushing brutality. For the boss itself
there are several
flinching to avoid their desperate Every gamer has memories of moments like popular ways to
efforts to sap your precious hit points this, whether it's the screensized spaceships make them appear
out of your body. You pick up the pace, of Gradius, the intense rolling Eggman menacing: It will
finish off some demons along the way, encounters in Sonic the Hedgehog or the either be the size of
just to come screeching to a halt. It's bulletspewing evils that Contra throws at you a house and
only a door, nothing more. But a at the end of each stage: Bosses. You know equipped with more
familiar door. Tightly grasping your 'em, you love 'em. guns than the whole
controller you enter the room just to of Texas or it's a
see your worst fears come true. It's But what makes boss encounters what they calm, soothing
Dracula, the very lord of darkness are? What makes a boss different from any enemy – sometimes
himself. What appears to be a normal other battle in the game? To answer this even ridiculously cute - that skillfully deflects
man quickly grows to the size of one, question we're going to take an in-depth look or dodges even the most sophisticated of
at some typical bosses and see what your attacks. No matter which one you
makes them unique, memorable and choose make sure your boss makes a
challenging. superior impression.

Whenever you encounter a boss in a Like the visual aspects the sound plays it's
good game, you can tell this is going to part in every boss encounter as well. Some
be one tough guy to take down. Most of the best soundtracks in videogame history
games give lots of visual cues to an were composed to make such fights feel
upcoming boss encounter, long before truely epic: Metal Gear Solid's "Duel", "Still
actually showing the enemy on screen. more Fighting" in Final Fantasy 7 and the
Shoot-em-ups will show bold, red whole Castlevania boss BGM shebang. For
"WARNING" captions, sidescrolling one they will make players feel the heat of
platformers take control of the camera the battle but they also provide a rhythm for
and center them on a certain, locked the player to act on. There's no need for a
area in a painfully slow manner and boss battle music to be loud or fast, it can be
roleplaying games drop a savepoint right a simple piano piece or – see Final Fantasy
before the evil demon lord. You'll know for numerous examples of this – a choir of
what you're up to and you'll feel the human voices. They send one message: You.
tension building. Are. In. Trouble.

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6 | FEATURES
Continued: Boss Battles

avid gamer sit back and let out a sigh of


it's trigger finger, a bad resistance against
But what good is an enemy that looks and relief. You won, against all odds. This is the
certain elements or just the fact that it only
sounds superior if it just isn't right. So you moment when you as a player feel truely
has 2 minutes left to live. Whatever it is
will have to give your boss some additional awesome, unlike the battle itself this can be
make sure it is hard to attack or at least
thought. In twitchy games like shoot-em-ups a little hard to achieve. Many games let their
gives the impression of it being difficult to
or platformers, good bosses employ differing bosses vanish in screen-filling explosions, or
fight against. A common question is why
attack patterns. They'll do one out of three to have a certain "signature hit“. You know how
bosses should be strong but have distinct
five attacks that can be distinguished from the screen flashes white for a moment when
weaknesses. Why not make them strong
the first frames on. Those attacks are usually you deal the final hit to a boss in almost any
without weaknesses at all? Wouldn't that
dangerous enough to shave a huge chunk off Final Fantasy? Or the truely awesome finisher
make the player feel way cooler? No, it
your HP or instantly kill you but can easily be animations of God of War and recent Prince
won't. Hunting for that one weak spot or
countered or avoided if you recognize them of Persia iterations? Be creative here, there's
weaving through that one open hole in the
early enough. Roleplaying and tactical no norm to adhere to. Some games finish
curtain fire of a bosses vulcan machine gun
games usually feature tank-style bosses. their bosses off with Quick Time Event (QTE)
will make you feel truely epic. Doing endless
They can take some serious damage and sequences, others throw special effects as if
amounts of tick-damage doesn't.
dish out massive attacks that might even there was no tomorrow but they all have one
instantly kill some of your characters. As any thing in common; you'll instantly know it's
Now picture one of your favorite bosses from
other enemy your boss has not only over.
any game. What comes to mind? The fight
incredible strength but also some
itself and... right, the
weaknesses. Be it a weak spot right below
moment you beat
it down. The
instant a boss
finally collapses
after what
appears to be a
neverending
battle is one of
the most
satisfactory
moments a video
game can give
and will even
make the most

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7 | FEATURES

SETTING REALISTIC GOALS and think about the idea you have, and make
sure that these conditions are met:
RhysAndrews warns against the dangers of aiming too high
The game is going to be enjoyable to make.

I ’ve started over 100 Game Maker Now I’m not usually a fan of these ‘personal To be able to see progress as you develop
projects in the past 10 years (wow, development’ structures, with setting goals your project and get excited about your
has it really been that long?). And yet, in life and doing yoga and all that hippy stuff accomplishments throughout is a great
you’re only going to find no more than – but I think this is relevant to game design motivator.
10 hanging around the pages of the and programming (and we all know how
GMC and YoYo Games. It was only much more important that is than planning a You really like the idea and think it will be
recently that I realised that I was badly healthy lifestyle!). The first natural part of worth the time and effort. The concept might
prioritising the wrong activities for creating a game is the idea. Whether it just be appealing to you at first, but you might
projects that didn’t last more than one comes to you, or you develop it over time, or discover down the track that you’re not
evening's development before failing to you arrogantly steal it like many commercial getting much out of all the time you’re
excite me any longer. Or worse still, I companies, your idea needs to be backed up putting into it, or that you don’t like the idea
would devote many sleepless nights to by some form of lasting motivation. For me so much after all (they tend to die on you).
a huge concept of which came to a and game design, it usually comes down to
crashing halt once I discovered the these three: The game is actually
obstacles I couldn’t climb, and I would measureable/achievable/realistic (they all go
be left feeling unrewarded. • Money hand in hand) – Don’t be arrogant and start
• Community Reputation putting together your own Elder Scrolls V
If you’re serious about creating games or • Fun to Develop with next gen graphics just because you
tools for the community with Game Maker, have a really good idea. Sometimes it’s hard
you can’t just dive into development. At least Most of you are going to be creating games but you need to throw out any ideas that
I can’t – I do not generate my own for free – either because you want to support can’t be done, else they’ll just distract you
motivation; I need fuel. You need to be sure free indie gaming, or because you don’t from the more feasible concepts.
that what you’re creating complements the think your game can cut it for earning bucks.
‘S.M.A.R.T’ goal system, which is something I So you’re left with community reputation, If you’re becoming frustrated by the number
was taught in business studies at school. and ‘fun to develop’. Generally, if you’re just of games you just can’t be bothered
This is the ‘S.M.A.R.T’ goal setting system: starting out with Game Maker and you’re just completing like I was once, then it’s time for
using it because it’s fun, setting goals and you to start planning and designing your
• Specific planning your project isn’t all that important games a bit more sophisticatedly. If not, then
• Measurable – because no matter what you do, you’re you’re either still developing your skills or
• Achievable developing your skills and eventually you’ll you’re one of the lucky few like 2DCube that
• Realistic be ready to get serious. In other words, we’re just spews out awesome game after
• Time really left with “Community Reputation”, awesome game, without too much need to
perhaps mixed with the joy of developing the meditate on your actions (how I envy people
game. It is hence very important to meditate like that...).

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8 | FEATURES

USING DATA STRUCTURES - PART 1


Learn how to structure your data with RhysAndrews picture the list visually – the top row’s index is 0, the second's is 1,
and so on. In short, data lists are just like 1-dimensional arrays

I ’m surprised at the number of GM developers I’ve come


across who don’t actually know anything about data
structures and have never used them. They’re not hard at all
(myarray[0]) except that there are functions that can be used to sort
and query the values.
Creating a data structure is very simple. Simply assign a variable to
to get into; perhaps people just assume arrays are the only the ds_xxx_create() function, which returns an ID for that structure:
way to go. So today I’m going to teach you how to use data mydatalist = ds_list_create();
structures – well, lists.
This applies to all structure types, except for grids which require
What are data structures? width and height as arguments.
After you’ve created the list, you need to enter the returned variable
In Game Maker data structures are glorified arrays. Using functions (in this case, ‘mydatalist’) as the first argument for all ds_list
prefixed with ds, you can perform advanced functions and queries to functions. Now we’re going to add some data to the list:
the arrays, making them, in many senses, handier than normal
arrays. ds_list_add(mydatalist,"Hello");
Game Maker offers 6 ‘flavours’ of data structures, each with its own ds_list_add(mydatalist,"Hello Again");
way of handling values:
This function, ds_list_add, simply adds a value to the bottom of the
• Lists list. As the list was empty beforehand, “Hello” is at the very top of
• Grids the list (so its index is ‘0’), and “Hello Again” is at the very bottom of
• Stacks the list (so its index is ‘1’). If we continued to add more data, “Hello”
• Queues and “Hello Again” would stay in the same indexes, because the new
• Maps data would simply be added to new indexes (2, 3, 4, and so on).
• Priority Queues
However, if we use ds_list_insert, things start to get a little more
Unfortunately, not all the useful functions that are available for lists interesting...
and grids exist for the other structure types. Time and time again
I’ve tried to use a priority structure for, say, an in-game scoreboard ds_list_insert(mydatalist,1,"Goodbye");
and then become frustrated with the lack of functionality. And so, like
I mentioned earlier, I will only go into detail for lists, because they're Notice that with this function, we supply a number as the second
the most powerful, and if you really want to, you can make a list argument and the data as the third. This ‘1’ is the index in which we
perform functions that the other types are designed for. want to insert our data. So instead of “Goodbye” being added to the
bottom of the list (with the index ‘2’), it is being inserted in between
DS Lists “Hello Again” and “Hello”.
Data lists are simple 1-dimensional arrays. They can store a list of
values, all of which are given their own indexes. It’s good to try and
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9 | FEATURES
Continued: Using Data Structures the value isn’t found, it’ll return -1.

Here’s the visual: Now that we can enter and manipulate data in a data list, the final
functions can be used to remove data, make some other general
0 – “Hello” queries, and destroy the list entirely:
1 – “Goodbye”
2 – “Hello Again” ds_list_clear(mydatalist); //Removes all data from the
list
Every value above where data is being inserted stays in the same
index, while everything underneath where the data is being inserted ds_list_delete(mydatalist,2); //Removes the data stored
is shifted down one. “Hello Again” is now index 2, where it was once in index 2 - values underneath it get shifted up.
index 1.
ds_list_destroy(mydatalist); //Destroys the list forever.
You can also use these functions to add data in various ways: It's good to use this so you don't waste memory.

ds_list_replace(mydatalist,0,"Hello World!"); //Replaces isempty = ds_list_empty(mydatalist); //RETURNS whether


the data at value 0 with the new data - i.e "Hello" will the list is empty or not (true or false).
become "Hello World!"
ds_list_copy(mydatalist,mynewdatalist); //Copies all the thestring = ds_list_write(mydatalist); //This writes all
data from mydatalist into another list, i.e mynewdatalist. the data in the list to a 'string'. You can use the next
function to read it and slipstream it into another list.
Well, we can store data in neat ways, but what use is it to us without
some advanced methods of querying the data? ds_list_read(mydatalist,thestring); //Stores the data
stored in 'thestring' as written by ds_list_write into
oldestmessage = ds_list_find_value(mydatalist,0); mydatalist.
positionofgoodbye =
ds_list_find_index(mydatalist,"Goodbye"); ds_list_shuffle(mydatalist); //Shuffles your data so that
they all have a new (random) index.
These two functions allow us to find the value of an index, or the
index of a value. Ds_list_find_value is a function that returns the data size = ds_list_size(mydatalist); //Returns a number of
stored in a given index (in the second argument). So here, how many indexes there are in the list.
oldestmessage will return “Hello!”. This is good if you want to use
data lists as a chat message box – you want to draw the newest ds_list_sort(mydatalist,true); //Sorts number values in
message first, then draw older messages as you go up. ascending order. Use 'false' to sort in descending order.

Ds_list_find_index is a function that returns the index in which a Make sure you check out Part 2 of this article which will
certain value is stored. By entering “Goodbye” it will return the appear in the next issue of GMTech and will feature a case
number 1, because that is the index in which “Goodbye” is stored. If study using data structures.

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10 | FEATURES

MAKING A CLEVER CONTROL SYSTEM


This is ground control to major MnemonicPunk

I n the early days of gaming things


were pretty basic compared to
today's standards. The first videogames
because it had great looks and awesome
level design. It allowed you to move around
in 3D without ever thinking about it.
had simplistic graphics, sparse sound
effects and control sets that didn't Years passed and the analog stick became
require much more than the arrow keys the defacto standard for any control
and sometimes a button to fire your schemes. Games clinged to that and
gun. Still, with all those limitations in introduced a few more buttons for every
place those games were impressively console generation to make up for the
immersive for that time. Kids would increase in complexity of controls and
spend most of their afternoon in the possible ingame actions. Graphics got better,
arcade to play Space Invaders. One of sound improved a lot but controls were still
the main reasons for this is the 'pick up stuck in the last millenium. Once again,
and play' nature that made this game Nintendo stepped up and solved the problem
more accessible than many games for the console world: With the introduction
today. of the Nintendo DS and Wii, suddenly
everyone wanted a piece of the 'innovation control your alter-ego certainly isn't part of
You can do almost anything in video games in controls' cake and tried to reinvent control that and will break the illusion. You don't
from running around armed to the teeth and schemes that hadn't changed for years to fit want that.
blasting the hell out of enemies, to the unique capabilities of the touchscreen
commanding huge armies of orcs and elves and motion recognition. Suddenly, even your So, take a moment, look at your recent
with a single mouse-click to calmly floating grandfather was able to challenge you to a games or maybe the one you are currently
through underwater worlds in form of a quick game of bowling or golf. developing and ask yourself 'Can I control
dolphin. But the third dimension posed a this game without reading instructions first?'
serious problem to developers all over the The magic keywords here are 'immersion' If you can't, redo your controls. Players won't
world, trying to squeeze their typical 6 and 'simplicity'. If you play a game without spend 30 minutes reading instruction
button layout into 3D games. Until Nintendo ever worrying about the controls, you don't booklets. They'll turn away and play another
solved the problem, that is. With the steer the character. You are the character. game. Simple as that.
invention of the analog stick, the N64 was The moment you have to stop and think
the first gaming console to truly allow 'How do I make my character do this?', the Depending on your game genre, the very
gamers a 3D gaming experience without the control designer has clearly failed. People nature of your controls may be totally
drawbacks that other simple controls play games to experience adventure, fun different. In general, there are 3 major types
inevitably posed for this type of games. and thrill in a world different than their own. of games control:
Mario 64 was a great game, not only Reading instruction manuals on how to

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11 | FEATURES
Continued: Making A Clever Control System around an ingame representation of your
controller. Sometimes as simple as a
Twitch games: Final Fantasy or Baldur's Gate, point and click graphical mouse cursor, sometimes a hand
These require blazing fast reactions to adventures along the lines of Monkey Island that lets you grab and move things in the
onscreen events. You control your or Sam&Max, turn-based games including game world. Often complemented by a story
character's movement directly by Final Fantasy Tactics or Advance Wars and a integration, this type of control has some
manipulating his position or movement large part of the realtime strategy genre real potential for immersion. Typical games
speed. Effective controls in this genre usually (think Warcraft, Starcraft and Command & in this genre are puzzle games (Bejeweled,
employ 2 or 3 axes of movement and a set of Conquer). Puzzle Quest, Picross and Sudoku), minigame
actions that can be unleashed without collections, card and board games (Poker,
making your character stop first. The Casual games: Solitaire, Chess) and innovative reinventions
controls aim to integrate with the gameflow Now this is a huge control genre on it's own. of controls that were originally one of the
and encourage you to keep on moving. Instead of letting you manipulate your other genres. Games like „The Legend of
Popular examples include the Mario games, character directly, you will instead move Zelda: Phantom Hourglass“ deserve a special
space shooters like R-Type and Gradius, mention at this point as they successfully
first and third person shooters like Unreal reinvent a twitch game's controls in a
Torunament and fighting games like casual way. You actually play Link's
Tekken or Virtua Fighter. little fairy in this game, Link following
her wherever you point on screen.
Laid-back games:
As close as this sounds to casual games, To make your game control naturally,
it isn't. Laid-back games are games that you'll have to give your control scheme
may have a stunningly huge set of some thought. Before even considering the
possible actions but give you lots of time button layout, try to put the different actions
to choose your path of action from that. you can perform into sentences. Really, write
The controls resemble this idea by not those down on a sheet of paper or in your
tieing actions directly to button presses preferred word processor. Compare them,
but rather making a button trigger a what do they have in common? Do you really
certain part of this list. The controls need all of those or can your character
often regard themselves as a hub to the perform some of the moves on his own? Can
game actions, bringing up deeper you group some of them with a single
menus or question prompts as a phrase? Where can you replace a set of
reaction to key presses. Be warned, distinct actions with a context-sensitive
though. This kind of control can be hard action?
to do correctly, often games make
navigating menus a real hassle by not That done, come up with a layout of actions.
thinking them through first. Typical laid- Find common keywords for all the different
back games are roleplaying games like things you can do in your game and tie them

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12 | FEATURES
Continued: Making A Clever Control System
Speaking of which: Your player will probably
have a mouse. Laptops don't have one and a
Whichever control scheme your game has, touchpad will never replace it for most types
your player only has 2 hands and usually of control but it is generally safe to assume
only 3-4 fingers to control. Separate your player has the ability to play with a
movement controls to one hand and actions mouse. When using the mouse as a
to the other. If using keyboard control, plan controller for your game, there are 2 main
for some space to rest your hands on each ways of properly implementing it: Either use
side of the keyboard and make sure either it as a pointer to let your player point at
side doesn't require more than one or two ingame elements and interact with them by
fingers at once. Gamepad controls are even clicking. This type of mouse control is used
more restrictive, you'll usually only have 2 for most things like aiming a gun,
thumbs to plan for, plus an additional 2 index commanding units in a strategy game or
fingers that can only trigger one single aligning the pieces of a puzzle at their right
to as few buttons or mouse button if the pad has shoulder buttons. spots. The other way of using the mouse is
moves as you can. The huge advantage of That's not a lot and your duty as a game much less common but has gained some
using Game Maker is that you can quickly developer is to consider that. more attention with the introduction of the
protoype any control scheme you can come Wii: Make mouse motions control your game.
up with, even the crazy ideas. Play around, By the way, does your keyboard have a key A quick flick to the left or right can make
try things you find interesting and finally for the 'ä' symbol? The 'ß'? No? Mine has. your character run, flicking upwards makes
choose what fits your game the most. Don't Never ever use those keys in your games as him jump and the down direction initiates a
dismiss any ideas because they're unusual, they will break the controls for international midair attack, for example. This avenue of
they may be just the thing you're looking for! players! General 'safe keys' are the Ctrl, Alt, controls hasn't been thoroughly explored on
Space, Shift and arrow keys. Using Z and X the PC so far but the possibilities are
Even if you cool new control scheme makes as main keys is not an option either: Many endless. Mouse motion controls are
sense to yourself, let others try it. Don't keyboards around the world are not QWERTY extremely hard to get right but they really
explain anything to them, just tell them what but QWERTZ, placing the Z up there instead add to the immersion of games. Directly
their goal in the game is. If they can sit down of next to the X. If your player must press it, translating movements into ingame actions
and just start playing you've done a good he will have to do an uncomfortable stretch is a good thing if done right and a pain if
job. But if your tester has to ask for the and avoid pressing that button at all cost done wrong.
controls, you should rethink. This may sound because of this. Also, don't rely on the right
less important than it actually is. Lots of Ctrl, Alt, Shift or the Numblock being present Now that you've got your control scheme
control schemes I thought to be intuitive as notebooks and laptops usually lack those. planned, put it into your game. If you can
turned out quite awful when presented to Having freely configurable keys is always play without ever controlling consciously:
someone not involved in making the game in desirable as that will allow your player to Congratulations, you have done a great job.
question. So don't rely on your own opinion, make the controls his own, no matter which In any other case: Back to the drawing board.
let others testdrive your ideas as well. input devices he has.

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


13 | FEATURES

WHAT YOYO CAN DO TO HELP FORGOTTEN


GAMES AND DISCOURAGED DESIGNERS
for that button. It's the closest
Tom Russell on why YoYo Games needs more randomness thing a website has to the old card
catalogue system that I found so

I 've always been a voracious reader. knows that card catalogues are rapidly edifying and wondrous.
Fiction, non-fiction, comics, poetry, becoming extinct. My own library switched
prose, baubles and high art alike. The over to a computer catalogue years and Since we're now commencing this
problem, of course, with having such a years ago, utilizing the old index cards for article's eighth paragraph, you're
wide-ranging taste is that, when faced scrap paper. Certainly it's more "modern" probably wondering why, precisely,
with a little of everything and having no and the records better kept, but you can't you're reading this in Game Maker
particular proclivities one way or just select an item at random. In order to Technology Magazine. Or, perhaps,
another, a sort of paralysis sets in. come across a book with a computer you've figured it out already.
catalogue, you need to do a specific search Perhaps you yourself have pulled up the
That's why I loved the card catalogue. On a for a subject, an author, or a title. I YoYo Games main page and felt yourself
given trip to the library, I could walk up to discovered some of my favourite books and overcome with a similar paralysis: you don't
that sturdy wooden structure, slide open a authors and ideas the old way. The new way have a particular genre in mind, you just
drawer at random, and pull out a card, any might be more "modern", but it is more likely want to play a game, any game, something
card. And whatever book was on that card, I to cause that paralysis. Sometimes I will you haven't played before. Perhaps you
would go and fetch it and give it a read. spend long tense minutes staring at the have made a game that didn't attract
screen, the blank search fields taunting my attention when it was first made available
Sometimes it was a good book and impotence. weeks or months before. It's fallen off the
sometimes it was a great book and Most Recent page, and since few games
sometimes it was awful and I put it right I sometimes have the same experience with climb up from under-100-plays obscurity into
back on the shelf. But I probably never the Internet. I love to learn about new things the Most Played, Highest Rated, or Staff Picks
would have found that book or given it a but unless I type in a specific web address or categories, it's likely to languish, unloved, for
second look if it hadn't been search, I can't just learn something at all eternity, like a book that never got on the
for that card catalogue. random. Or, at least, I couldn't before best-seller list.
Wikipedia came along.
Anyone who Just as a card catalogue can unite a reader
has been in a Wikipedia has a "Random Article" button. with a forgotten book or author, a "Random
library Click it and, as expected, a completely Game" button on the YoYo front page could
recently, random article will pop up on your screen. It unite a player with a forgotten game. And if
however, could be good, great, or terrible, but usually that button wasn't totally one hundred
it's something I wouldn't come across if not percent random -- if, for example, it only
drew on games more than two or three

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


14 | FEATURES
Continued: What YoYo Games Can Do To Help...
months old that didn't make it into any of the
Most Played, Highest Rated, et al. categories-
- it would help those games and game
creators who really have been forgotten.

Now, some of these games might be good,


some even might be great, and -- let's face it
-- a lot of them might be terrible. (There's a
reason why some games become popular
and top-rated in the first place: they're
good.) But the addition of such a button at
least opens those worthy-but-overlooked
games up to prospective players instead of
burying them dozens of pages down. The
most popular games don't need any help
getting people to play, rate, and discuss
them; if a game is on one of the top lists,
they're more likely to be played, which
means they're more likely to be on the list,
which means they're more likely to be
played: it's a cycle that makes it harder and
harder for some games to garner attention.

In conclusion, a random game button would


be beneficial to players who have already
exhausted the top-rated and most-popular
lists, to game creators who might be
encouraged by feedback given on a six-
month-old game, and to YoYo itself, which
requires customer good-will if they are to
achieve their goal of becoming a YouTube for
games.

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15 | FEATURES
GMTECH EXCLU
A LETTER FROM MARK OVERMARS SIVE
An open letter from the creator of Game Maker my focus in YoYo Games more
towards establishing better relations with the

I t seems that it is still not clear to company. All decisions are made between community of developers. This is most
some people what is the relation Sandy Duncan (the CEO), me, and the other visible from the
between YoYo Games, Game Maker, and directors of YoYo Games. In general we Glog that I am
me. So I thought I'd write this letter to always agree on the decisions. This involves now regularly
get this clear. the further development of Game Maker, the writing on. Also I
changes to the website, and the business am pushing hard
First the formal part. YoYo Games got the opportunities. I weekly discuss all these on improving the
exclusive distribution and exploitation rights issues with Sandy so we work together very new wiki and I
for the Game Maker software from me. YoYo closely and in a very pleasant atmosphere. encourage
Games is solely responsible for distributing everybody to
and developing the software in return I I no longer work on developing Game Maker. contribute. It
became one of the owners of YoYo Games. I simply do not have the time for that should become
The other owners put a considerable amount anymore. Had YoYo Games not happened the prime source
of money in the company while I provided development would most likely have come to of information
the Game Maker software. a halt, YoYo Games however took over the for all users of
development and hired a well-known game Game Maker. A
I am one of the directors of YoYo Games and I developer for this task. This will considerably next step will be to improve the resources
am closely involved in the running of the improve the professionalism of the software. section of the website. The developers of
Up to now two major pieces of work are games using Game Maker are the most
underway and are almost finished. An Apple important users for YoYo Games and we will
Mac version of Game Maker has largely been work hard to improve the assistance we offer.
finished. Secondly, the runner part of Game
Maker is being rewritten in C++ and is going I really look forward to the coming year. You
through beta testing. This will initially not can expect many important changes and
increase the functionality of Game Maker but improvements. This should give you as
it will make it easier to port Game Maker to developers more support, better ways to
other platforms and it might lead to some distribute your games, and possibly even
performance improvements. As a next step ways to make money with your work. Please
we will redo the maker part, extend the keep creating these wonderful games.
features, and give the program a facelift. But
that will still take a considerable amount of
time. Mark Overmars
YoYo Games Director
During the past few months I have shifted

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


16 | REVIEWS
GMTECH EXCLU
SPIRITS OF METROPOLIS SIVE
Developer : Mr.Chubigans people familiar with Mr previously stated, Spirits of
Reviewer : NAL
Type : Commercial - $19.99
Download Chubigans' newer games, Metropolis is Mr Chubigan's take
though. The graphics are on the match-three genre.
stunning, everything fits Games in this genre are
together brilliantly, and the generally rather addictive, allow

F or those of you that read


GMTech Magazine
already, and have done for
The idea of this is that, when
you're ready, you begin a chain
reaction, starting from a central
atmosphere is great - a blend of
ambience and graphical effects
gives the game a real feel of
you to develop your own play
strategies, and get progressively
harder. This game is no different,
the last few issues, you may gem (that cannot be colourised). serenity, even when you're up although where most match-
be aware that I previewed Gems non-diagonally against the clock. three games include death by an
Spirits of Metropolis in its surrounding this central one over-filling of whatever you're
early stages. In the preview, I begin to light up, and also light Okay, onto the game itself. As matching three of (think Bust-a-
mentioned that it showed similarly-coloured gems next to
potential but was a little them. For every third lit gem of a
repetitive. Well, now I have colour chain, an explosion
my mitts on a copy of the full occurs, setting off more adjacent
game and will bring you the chains. It sounds, and initially is,
verdict for the whole game. rather complicated, but a
thorough tutorial before you're
For those unaware of the let loose on the main game
premise, I'll go over it. Mr modes has you understanding
Chubigans made Spirits of the idea fairly quickly.
Metropolis with the intent of
making a match-three puzzle Once the tutorial is set, you're
game not conforming to usual presented with a pretty title
standards (most people know screen that allows you to begin a
that no match-three game is "Journey" (story mode), play a
truly different from any other). In "Puzzle Challenge", make your
Spirits of Metropolis, you are own level, view medals etc.
presented with a grid, a timer
and a coloured cursor. Clicking Before I begin commenting on
on one of the gems in the grid the gameplay itself, I'd like to
changes its colour to that of the mention how consistently
cursor, then the cursor takes a professional the game seems.
different colour. This won't be a surprise to

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


17 | REVIEWS
Continued: Spirits Of Metropolis with the game itself containing
so many. This is a good mode for
Move where the balls you're where each star represents a the thinker.
firing at keep gaining rows from level. In levels, your aim is to get
the top and there's a limit line at a set number of points before To the relief of time-limit dislikers
the bottom), Spirits of Metropolis time runs out. Points are there's a mode, dubbed
is purely up-against-the-clock obtained by lighting gems up; "endurance", in which there's no
action. If you're a puzzle fan, multipliers can be obtained by time limit, but instead you're
you'll feel right at home when "exploding" the third in a chain limited to the number of colour
changes you can make to gems. I only found one glitch - in level
playing this, though, since for all of coloured gems. If the number
editor, when I tried changing the
the ways it tries to be different, of points is not achieved when all
The gameplay, as a whole and to settings for the level, it added
it's essentially still a puzzle game. chains finish, and there is still
my relief, is better than the first gems to the level underneath.
time left on the clock, you are
build I played, mainly due to the Other than that, the game
As you progress through the allowed to return to colourising
extra modes. They make the appears to be glitch-free.
game, time limits get stricter, the board and starting the chain
chains get harder to make, and again to add onto the score. The lifespan of the game much
longer than if it were just Since there's a demo of the
white gems seemingly become process can be, and often needs
Journey, and unlike the extra game on its official website,
rarer (these allow you to select to be, repeated until time runs
modes you often find in match- http://www.spiritsofmetropolis.co
any colour from the six SoM out.
three games, they don't feel m/ , it's better that you form your
uses).
tacked on. own opinion of whether you want
Puzzle is slightly different. In this
to buy the game. If you're a
Of the modes, Journey takes you mode, you can work your way
As said earlier in this review, the puzzle lover though, I'd highly
into a series of constellations, through over 50 different
graphics are amazing, for many recommend you buy the game
puzzles. These have
different reasons. Some items, and prepare for several hours of
different goals, for
such as the gems, because of frantic yet somehow relaxed
example clearing the
their excellent spriting, other colourisation of a board full of
board in one chain, and
aspects because of the graphical gems and resulting explosions of
are usually more
effects (I can't help but adore the colour. If you're NOT a puzzle
restricted in such aspects
explosions when you hit the third lover, though, it's probably best
as the colours you can
gem in a chain). What pushes to steer clear. As good as the
change gems into. This
the graphics from "good" to game is, it's unlikely to convert
mode also contains a
"professional" is that they are so anybody.
level editor/creator, in
which you can... well, busy, yet never feel cluttered.
guess. The level editor is Take a closer look at the Gameplay: 8/10
a decent tool, although background, you'll notice stuff Graphics: 10/10
there's little need to make like a cityscape and the stars.
Sound: 9/10
your own levels, what
Originality: 7/10
WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009
18 | REVIEWS

DUNGEON CHAOS themselves, but the fact


that they spawn in a very
unpredictable nature,
Developer : Jo-Remi making them difficult to
Reviewer : Mazimadu
Type : Completed
Download avoid. Combine the fact
that the player has a very
limited jump and that

M any people wonder why Weapons and items have a good stages have limited space,
video games are feel to them and give off nice and it becomes apparent
addictive. The truth is that sounds and special effects. The that destroying enemies as
most of us return because of lack of music is a shame. A good fast as you can is the only are single player, it confuses the
the challenge, whether it be score could have really spiced way to survive. Doing so can be player into thinking that it is a
a difficult boss that needs things up. addictive, but all this is (initially) puzzle co-op game, where both
beating or a brainteasing hindered by the inclusion of a characters are used to solve
puzzle. Dungeon Chaos is The controls are tight and 2nd player. puzzles. I played half the game
indeed a difficult game, responsive and have a good feel. until I realized that I could
having the player control two Playing the game in single player The inclusion of a second change it to single player. The
players at once. It is an can be quite a blast, since each character feels a little tacked on. game also lacks unlockables and
interesting concept, but does stage has a set number of The movements are mapped to achievements, robbing it of
multitasking make for a enemies that spawn constantly. ASWD instead of the arrow keys some much needed replay value.
satisfying experience or does The challenge isn't the enemies and Q is shoot. This is kind of
it make the player feel like annoying because it is difficult to At it’s core Dungeon Chaos is a
he is doing too much? move, jump, competent platform shooter.
and shoot Despite having tight controls
The story involves a simultaneously and a decent (albeit poorly
brother/sister duo called Ceil and with such a implemented) 2 player setup, it
Monique, who get warped by setup. This is is hampered by low replay value
their possessed evil brother to made more and repetition. If controlling two
another dimension. This prompts tedious players simultaneously is your
them to take up arms which because there thing, then check out this game,
happen to be sold in said is another even if the experience doesn’t
dimension, and fight their way character that leave a lasting impression.
through several difficult levels of needs to be
endlessly spawning enemies. controlled. The
game is set to 2 Gameplay: 5/10
Dugeon Chaos features a great players by Graphics: 7.5/10
simple pixel art style with well default. Since Sound: 6.5/10
animated sprites and tiles. most GM games
Originality: 6/10
WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009
19 | REVIEWS

ADRENALINE shooter (some


guns, frags) and
more (power-ups/
Developer : Bryan(BrainWare) bonuses). Within a
and OpticalLiam
Reviewer : Alexander Earl
Download few minutes of play
you really get into
Type : Work In Progress the game, involved
in tactics to shoot

T he creators of Adrenaline
describe the game as
"fast paced online
The HUD and other graphics for
players as well as all the objects
down the
opponents and win
the match. I also
multiplayer deathmatch and in the various maps were really appreciate the fact
CTF featuring assault rifles, superb, unlike most games you that tactics and
submachine guns, lasers, can change the colour of your strategy takes launcher when attacking from
grenades, mines, miniguns" player to any colour you want precedence over skill with behind. In short, effective
and I couldn't disagree with using the colour wheel. There keys/mouse. With only ten strategy will get you to the top
that statement at all. were a wide weapons good minutes of game play under your in this game, which is really cool.
Adrenaline is one of those weapons for you to choose from belt (to get used to the keys) and
great games that only ever however it was a shame that extra terrestrial intelligence, you However, the game wasn’t all
seem to appear every few some of the gunfire didn’t look could become invincible. You can pros - chatting could have been
months. Despite the fact the very realistic. All in all, the hide in places waiting for your made easier, for example you
game is still in beta stages graphics were quite good, simple opponent to show up (though the can’t really chat except in-
the gameplay is a blast, the yet effective. The sound-effects map may spoil the fun there) or between two matches. Also,
graphics a pleasure and the were okay, with effects for sneak behind a players who players should be able to
music is just plush. gunfire and frags etc. aren’t guarding their back, and customise their ‘warrior’ more
make the hunter the hunted. than just a colour cahnge. If I
Once you are logged in and start The game play does really Also, you could use your would have to describe this
the game and you are greeted provide you with the jerk of grenades if you come face to game in one word, I’d say (even
with a mean looking menu from adrenaline the name promises. face with the opponent, instead if it’s not a word already in
there the game just keeps There were loads of maps for you of just exchanging fire. existence): Unexitable.
getting better, you enter the to try out in single player mode
game mode and start blasting (where the enemies were I didn’t experience any kind of
your way through the players unfortunately a little buggy) or lag, which is a must in any online
filling them with lead, while multiplayer which was several GM game, but hardly
picking up bonuses on your way shades better than most other implemented. All the weapons Gameplay: 8/10
and follow guerrilla warfare to games, the gameplay have their pros and cons: you Graphics: 8/10
wreck your opponents into incorporates all the features you could use a SMG when going Sound: 7/10
debris. would need in a top-down face to face, and use rocket
Originality: 6/10
WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009
20 | REVIEWS

ASSASSIN BLUE the missions begin following an


increasingly questionable path,
with one having the player kill an
targets that are scattered
throughout the level. Destroying
these earns points which can be
Developer : Banov innocent man and his family. The spent on new moves and extra
Reviewer : Mazimadu
Type : Completed
Download story is far more engaging than
most mainstream video games'
content, all found in a store
available after beating one of the
as it tackles themes such as game's many bosses. This gives
justice, morality and vengeance the Assassin Blue a surprising

O ne of the dreams of most past mini-game potential. without becoming too amount of replay value,
game designers is to Rarer still is it to find a game mellowdramatic or heavy providing more incentive to play
make a game that gets that even approaches Seiklus handed. This makes playing the after the games completion.
played by a large number of quality. But when a game like game a very engaging
people and gathers a cult that ever does get made, it experience that many will Even from
following. Unfortunately, puts all our knowledge of remember, even as they sleep. a
most game makers never video game design to the commercial
finish their projects, either test, proving that a single Assassin blue is a game that stand
because of poor planning, person can make something presents itself very well. The point, this
the difficulties of that rivals a commercial graphics of the game don't seem game has
programming or just a lack of product (which usually take very impressive initially, but do many
time. This is a reality most teams of people to produce). in later levels. Its unique hand- things
rookies face the first time Nowhere is this more drawn style stands out with going for
they attempt to make an apparent than in Assassin many well-animated characters it. It has a
“epic” video game. For this Blue. With its tight game and a good use of Game Maker story that
reason, it is very rare to find play, brilliant design and effects. If not for its graphical is well thought out, tight
a game that doesn’t venture surprisingly high replay style, it could easily be passed controls, and appeal for both
value, Assassin Blue is a off as a Nintendo DS game. hardcore and casual players. It is
game that has many quite simply a shining example
things going for it. The controls are tight and very of how a video game should be
responsive, with 2 keys for made and nails everything it
Assassin Blue puts the attacking and 1 for blocking. The does. I highly recommend that
player in control of an game has quick-time events, everyone play this game. No one
assassin for hire who is sent similar to Resident Evil 4. These will be disappointed.
on periodic extermination primarily advance the game's
missions by an enigmatic plot; so missing them has no
Gameplay: 9/10
figure. Initially the missions penalty. The relatively small
are pretty straight forward, arsenal succeeds in keeping the Graphics: 8/10
but once a character called combat focused. Levels contain Sound: 8.5/10
Red becomes your partner numerous trinkets, such as Originality: 9/10
WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009
21 | REVIEWS

RENCARA very charming retro feeling. The


gameplay of Rencara is as basic
as a shooter can get. The player
In all, Hippo made a successful
jump to side scrolling, delivering
a game with a great deal of
Developer : Gamerhippo7 is able to select one of 3 ships, challenge with excellent pacing.
Reviewer : Mazimadu
Type : Completed
Download each with its own strengths, Many may see it as a very cute-
looking game with gameplay
weaknesses and special attacks.
Also, destroyed enemy ships reminiscent of classic games like

G amerhippo7 has had a release shrapnel that is able to Radiant Silvergun. Personally,
consistent track record Rencara follows in the vein of old- recharge your shield. This comes we see it as a "How to Make a
of making games with simple school shooters of yore like 1945 in handy because the number of Good Shooter" that should teach
yet colorfully vibrant in which a massive space station enemies on screen can fluctuate newbies a thing or two about
graphics, simple to execute called the "Star Cannon" appears from a couple of weaker ones to game design. Gamerhippo7
gameplay and really simple out of nowhere and starts dozens of harder ones in should keep up the good work;
boss fights. Rencara is a destroying planets. It turns out seconds. This is sort of the we can't wait to see what he
departure from the type of that the evil Emperor Astral game's charm because the does next.
games hippo makes, most of Darkly is trying to take over the difficulty curve here is near
which have primarily been solar system and naturally, you perfect. Too bad the
platformers. Is hippos latest and a group of ships are sent out same can't be said
game be something special, to subdue Darkly and restore about the bosses.
or is it something a little too order to the system. The story, Normally hippo bosses
familiar? while being pretty basic and are easy, too easy in
irrelevant, adds a nice fact. Here, however,
touch and helps keep the they are just as
player motivated. However, punishing as early NES
the story can be disabled if bosses, where the
the player wishes. careful scaling of stage
difficulty becomes
The graphics, like all if irrelevant as bosses
Gamerhippo7's, are hand turn a simple shoot-em-
drawn graphics that are up into a bullet hell.
very colorful and pleasant Luckily, this is no
to look at. The bosses are Kairuga. Your shield
the highlight of the game, proves its worth at
taking up half the screen these moments, and with sharp
gaming skills, one can easily slug
Gameplay: 9/10
and able to spew dozens of
bullets at a time. The music through them and feel good at Graphics: 7/10
also was composed by the end of the day. Sound: 8/10
hippo, giving the game a Originality: 6/10
WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009
22 | REVIEWS

Download Download Download

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


23 | REVIEWS

GREENTECH
Developer : Mr.Chubigans
Reviewer : Alexander Earl
Type : Completed
Download

G reenTech is a green
game, both literally and
actually. It’s an RTS where
would surely enjoy this fun-
filled game.

you have to guide pollution, I loved the graphics style, it is


by controlling the wind matrix style green. The HUD,
direction, from factories to menu, and everything else you
air cleansing centers and to could lay your eyes on was
do so accumulate ‘pollution’, green. You may find that nice,
increase or decrease wind but it hurt my eyes to find
speed and change the everything so green. Perhaps, it
direction of wind. Sounds was overdone a bit. Perhaps it
boring, right? But it isn’t. could be mixed with black and GreenTech is true to its genre. were what really kept me hooked
Instead it’s quite addictive, white. Perhaps that would look You could use the mouse to on to it more hours.
and a source of hours of fun, better, perhaps not. Color control all the actions. The wind
as you close factories and do scheme aside, the graphics were direction could be controlled by Most of the games made with
your good deed(s?) of the well made. Not the best and simply pointing the mouse in the Game Maker are of the play and
day. With the villain being, surely not the worst. All in all, right direction, the speed could throw type. You play it for a day
the dangerous Mr. Pollution the graphics are umm… green! be increased or decreased with a (like many games), or for a few
who threatens the Earth, you The sounds are pretty nice. The click of button and accumulating weeks (like sapphire tears), but
background music is pretty nice. could be done by simply moving there are some games to which
Not much to write about the the mouse to and fro. The you could always come back to,
sound, they were the kind you controls are simple yet effective. to escape from the complex
would expect from a good game. Instead of assigning keyboard games on gaming consoles. And
keys scattered all over the GreenTech is one of them!
The game play was definitely the keyboard, as many games do,
best part of the game! The game the controls were assigned
started with a compulsory keeping in mind user’s comfort.
tutorial which made you familiar The controls may be simple but Gameplay: 8/10
with the game, which was the game was not. Complex Graphics: 6/10
appreciable. I love RTS’s because strategies (using accumulating, Sound: 7/10
of their simple controls and wind direction and wind speed)
Originality: 10/10
WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009
24 | REVIEWS

COMPETITION 04 atmosphere. Collecting bananas


on the way and being led by
some sort of rabbit, the player
The presentation is generally
very slick and realistic and the
level design is fairly well thought

ROUND-UP faces many challenges and


different environments, as well
as four bosses from a total of
out. He has done well to make
most of the graphics match the
style. However, I do have a gripe
Broxter reviews 4 games for Comp04 twenty levels. about the chimp’s look; the
walking animation doesn’t

T
Right from the classy realistically match the speed of
here were quite a few hard task, I to do a round-up introduction, you can tell that the chimp, making it look like
entries to the latest YoYo of entries that I felt were this game is going to be above he’s skating on ice made out of
Games competition which some of the best, there are average. The professionalism is grass. Though, that is only a
was titled 'Save the Planet', plenty out there that I didn't visible as soon as the game small fault.
once again large amounts of mention but are still good begins. Sadly, though, the
cash prizes were on offer and and a few that were gameplay doesn’t really match If you despise annoying music,
once again we saw entries mentioned by YoYo Games as the quality of the presentation; then you’ll have your speakers
posted in the first few days a winner or as a runner-up as the chimp is sometimes turned down as soon as this
of the competition being you saw on page 22. A full unnecessarily frustrating to game begins. ChimpVenture
announced. As the list of entries can be found control and this can lead to many features some of the most
competition went on more here, try them out and enjoy. unfair deaths. The AI seems a bit annoying music ever! The
games were posted in the
unfinished, too; the enemies repetitiveness of the audio is
hope of winning the top Round-up Reviews often get stuck or act strangely, relentless - if you play on it for
prizes. I was faced with a Some may argue that the though this could
general quality of games seems be because drazzke
to be slightly lower than any wanted to make
competition before. This could the AI as realistic
just be there personally opinion and unpredictable
as quite a few games were as possible.
entered and quite a few were
really good. Here is my round-up; Graphically,
ChimpVenture is
ChimpVenture by one of the best
drazzke & The Berryster around. It’s easy to
This fine-looking platformer puts see that the
the player in control of a well graphical designer,
sprited chimp who has the The Berryster
unfortunate job of preventing (drazzke’s brother)
humans from over-polluting the is very talented.

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


25 | REVIEWS
Continued: Competition04 Round Up
boring, with the
long enough, your ears will start main objective of the game is to absence of enemies
crying out in pain! But collect all 500 coins, in order to and action, but any
fortunately, the music does vary raise awareness of global fans of Seiklus and An
depending on the level warming. But that’s not all – Untitled Story should
environment. Sound effects are other objects must be collected be impressed.
few and far between, but they fit so that they can be swapped for
well. other objects and coins with the The graphics in this
Download range of NPCs in the game. This game appear very
idea arguably makes the game cutely, that’s for sure.
last longer and makes it a better They remind me of
Northland by James experience. The game includes a the graphics that jw is
Games nice variety of things to keep you known for. It’s all very simple,
Northland is a cute platform amused for a while. but the sprites are look very The Eyeballs 2 by
maze exploration game, where a clean and they’re nice and EasyBeak
certain ‘Mr. Penguin’ sees a The game is presented consistent. Something I really This sequel to the game that
public service announcement on impeccably – it’s so simplistic, like is the subtle snowing effect received an honourable mention
TV. He realises he needs to do but so effective and polished. that isn’t annoying. It falls at the in the previous competition takes
something about global warming The game certainly doesn’t look general pace of the game, which on a different aspect this time.
and so his journey begins. The like someone’s first published is a nice touch. Instead of dodging things and
game, but it is. The platforming slowly trudging your way to
physics are Sound-wise, the game feels very victory, you solve puzzles,
conventional, but refreshing. The background similar to those seen in YoYo
enjoyable and it’s music goes at just the right Games competition hit, Visit 2.
not too tempo and is so soothing that This came after a number of
frustrating to you don’t really notice it that responses to the original game,
move around in much. I reckon this is the key to saying that it was boring and
Northland. The having music that doesn’t annoy there was nothing really new to
game is very well the players – quite rare, in do in the latter stages. I still feel
refined; there GameMaker games. The sound that the game could do with a bit
seemed to be no effects also follow the more action, but this game
gameplay atmospheric style nicely. seems to be intended to be
glitches at all. played as a way to relax and
One downside is enjoy the atmosphere. This
that the game Download
change in direction for the game,
can sometimes though, doesn’t mean that the
feel empty or Eyeballs’ motives are any

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


26 | REVIEWS
Continued: Competition04 Round-up do different things to intervene
Teka Teki by with the players progress. There
different; the main aim is still to tight if you ask me, but I guess RhysAndrews are a good number of these
save the rest of the green this does give the player extra The creator of the popular game, blocks, adding a good deal of
Eyeballs from the grasp of the drive to complete the game. Caveman Craig, had a lot to much needed variation into the
blue Eyeballs’ king. follow. He came up with Teka game. In my opinion, the game
The graphics are very similar to Teki, a Tetris-style puzzle game, starts too slow and this may
As I’ve already outlined, the those of the original Eyeballs where the player lines up deter some impatient players
main focus of the game lies in game, but they’re slightly more endangered animals with their from the game. It takes quite a
puzzle solving. It’s not long polished. The sequel takes use of foods to destroy groups of while before the screen gets half-
before you really have to think some of the particle effects in blocks, rather than just creating filled with blocks, but when it
about the puzzles and how to GameMaker, too. One thing I’m horizontal lines. Although this is does, things can get tricky!
solve them; the game includes a going to whinge about it is the heavily reliant on the idea of
number of rules and different mask of the player. Using a Tetris, it still has a unique take on RhysAndrews has, as usual,
objects that do different things, square sprite mask on the it. found a great artist to make his
meaning that any level designers circular eyeball makes it look like game look terrific. Without the
would be able to do some magic it’s floating in the middle of the The game slowly but surely good-looking graphics and the
stuff with it. The game does air, when moving to edge of a progresses and becomes a lot very well drawn background, you
actually contain a pretty decent platform. This really just ruins more difficult, adding in might say that the game
level editor, but it’s only the look sometimes, in my numerous variants of blocks that wouldn’t be as fun to play; no
unlockable when the player has opinion, but I can’t think of one really likes to look at
finished all forty levels; a bit anything else EasyBeak could’ve average graphics. All of the
done to rectify this, sprites go well together and it
without giving more appears that much care has
troubles. been taken to make the game
look good.
Personally, I liked the
background music. The The music in the game is good
soft atmospherical feel to and goes fairly well with the
it really goes well with the theme, while not getting too
game and its relaxing repetitive or annoying. The
appearance. Also, I sound effects are very
thought the sound effects appropriate to a Tetris-styled
were nice, as they felt as game and they vary nicely, to
soft as the background offer a more enjoyable feel to
music. Teka Teki.

Download Download

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


27 | ADVERTISEMENT
28 | EXTRA
GMTECH EXCLU
INTERVIEW WITH: CLIFF HARRIS SIVE
He's the man behind some of the best indie games of recent times
[GMT] Over the last 11 years there were
Positech games is a one man company run 'Elixir' and 'Maxis' to working for no doubt plenty on bumps in the road
by Cliff Harris that has consistently released yourself? and hits to your armour so what were
excellent and orginal games since 1997. His [CLIFF] I didn't find it as scary as most they and how did you survive them to
games have had coverage in established PC people do because in the past I'd worked for keep you going for so long as an one
gaming magazines and have recieved scores myself as an IT contractor and a guitar man development company?
that rival multi-million pound development teacher, so there was no sudden fear of not [CLIFF] I've done some bad games, and some
studio's games. having a regular salary. I taught myself to good games that didn't sell. I made two
program by writing entire games, so I didn't racing games that people enjoyed but never
[GMT] Tell us a bit about yourself and doubt that I could do the whole thing. My CV bought. I made a really bad minesweeper
how you got into gaming? to get a games job was screenshots of about clone that was just a waste of time, and I
[CLIFF] I started programming games on the 5 games I'd made entirely myself, and had made a game that I really like called
ZX81 computer back in 1981, but only as a demos of on my website, so I already had planetary defense, which also sells fairly
hobby. I did a degree in Economics, then had lots of experience of doing every part of a badly in comparison to the rest. I've also
a series of strange jobs. I was a boat builder full game. made some business mistakes, been ripped
for many years, and also played in a few off by publishers, had one huge world-
bands and taught guitar playing, then I famous games publisher threaten to sue me
ended up in IT and doing tech support for [GMT] You have released a handful of into bankruptcy, wasted time on
trading floors on the UK stock market. From games, fewer than 10 over the last 11 pointless flamewars, and made all sorts of
there I ended up getting a job in the years, what is the reason behind the mistakes. I spent thousands of dollars on
mainstream game industry. Genre wise, I gap between releases?
used to play pretty much everything, RPGs, [CLIFF] I do have a ton of games that I never
RTS, Flight sims, the whole lot. These days I finished. Plus my games change quite a lot
tend to play just RTS, simulation games during development. The new game I'm
and the odd FPS, currently working on has no similarity at all
especially WW2 to how it was originally designed. If you are
ones. cloning another game, or just making minor
tweaks to an established genre, then you
[GMT] What can get a game done much quicker, but if
were your you want to actually innovate, you waste a
thoughts about lot of time on dead ends, which is why they
going from the take that much longer to get finished.
secure world of
working for
companies like

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29 | EXTRA
Continued: Interview With Cliff too badly if the latest game
Harris isn't a blockbuster. It still can
artwork for a game I never finished at one be very scary though, because
point. I'll finish it one day... not only did you spend a year,
you probably spent thousands
[GMT] Many developers who read our or tens of thousands on
magazine are worried about their game artwork, musicians and artists
getting reproduced without their to make the game. It's a huge
permission. You don’t use any form of scary gamble. Would you
DRM for your game, what is your gamble a years’ salary?
reasoning behind that?
[CLIFF] I do not understand the mentality of [GMT] Once the game is
people who go out of their way to try and ready for release, you have
put developers out of business. It's not only the Press Release ready,
illegal, rude, unethical and disgraceful the website up and you
behaviour, but it’s also incredibly short- start selling what is going
sighted and self defeating. If you find a new through your mind, what
local cafe that sells amazing cakes, you tell Do you make games and decide that
are your hopes and what are your fears?
everyone about the great cakes. What you you will release it in December as you
[CLIFF] Ideally the game sells better than the
don't do is to break into the cake store and want it Christmas base, or is it make
last one. It's always depressing until it's at
steal everything so the cake store goes out the game and then look at the calender
least broken even on the artwork, advertising
of business. If you do, there are no cakes and work out a date?
and sound costs. The big fear is that the
next week. I just don't see how people can't [CLIFF] No, I just release the game when it’s
game just bombs and you make no money at
grasp that concept. I think the main finished. That often seems to coincide with
all. There is also a big fear that you shipped
objective to prevent piracy is to punish the month before Christmas but it's total
a game with a really bad bug in it, although
uploaders and hosters. I think DRM is useless coincidence. I'm looking likely to release the
being online it's pretty easy to patch things.
and suing downloaders is a waste of money, next game slightly earlier. I make games that
but by all means arrest and imprison the have a lot of depth,
[GMT] When making selling a game, the
jerks who run warez and illegal torrent sites. and tend to keep
big question is when do you admit
Those guys make a living from the hard work selling over the
defeat, and say that the game isn't
of everyone else, and they should be the long term, which
selling as well as you wished and you
targets of anti-piracy measures. means I don't
should cut it down from your originally
have to panic
$20 valuation to $10?
[GMT] The release of your games is [CLIFF] I don't make games that I think are
something very important especially as $8 or $10 games. I always try to have a
if it goes horribly wrong you spent the really good idea and execution that I think
last year or so working on a game that people will play again and again, and would
doesn't actually make you much money. provide a lot of entertainment. If a game of

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30 | EXTRA
Continued: Interview With Cliff Harris
[GMT] There are so many jobs that are
mine isn't selling well on release, it's more than 5 hours, then it's probably not the floating around in the game industry
probably got some design error or balancing game for you. When you look at it in terms of and so many rumours about hard
error, or I need to fix a bad bug or add a cost per hour played, any video game worth deadlines and spending hours in hot
feature. The easiest and also the worst way playing must be worth $10 minimum. That’s rooms surrounding by computers just
to compensate for that problem is to drop less than a pizza you eat in 20 minutes. programming or designing nonstop.
the price, but that never works. I'm trying to What really goes on and happens
entertain people. If I pay money to see a [GMT] You didn't start out as a game during the game development process,
stand-up comedian, and he isn't funny, but developer, you went through 3 career is it a kid’s dream or is just a
he then lowers the price, I still won't find him changes over 20 years before landing nightmare?
funny. I don't get why people think lowering your dream job - your own game [CLIFF] That stuff really happens to other
the price is the solution. If someone thinks making company - what advice do you people. I never, ever, in five years of
Democracy 2 is overpriced, they aren't the have for others thinking about making mainstream development worked through
target market. That's a game that can take the leap into game development? the night. I've worked till pretty late a few
several days playing just to get a decent feel [CLIFF] Just do it. Lots of people in your times, but I didn't routinely stay late or work
for how to play properly. If you aren't current job will think you are mad but just weekends. It's a total myth perpetuated by
interested enough in the concept to play ignore them. I remember telling my boss at poor managers that programmers can work
Elixir that I used to nail more than nine hours a day and be
boats together for a living, productive. Imagine taking an IQ test all day,
thinking that I was the only from 10am to 8pm. Imagine how tired you
one who had changed are at 8pm, and remember that with C++ a
careers big time. It turned single mistyped character can cause a
out he used to manage an random crash bug that takes a week to find.
abattoir. Gaming is What idiot would make coders work past that
generally a merit-based time limit? Yet amazingly people do, and
system. Nobody cares sadly, lots of coders just put up with it.
much about your age, Working in game dev can be the most
ethnicity, social class, awesome thing ever. I had some fantastic
gender or anything except times when I worked at Elixir and Lionhead.
how good you are at what You just have to make managers understand
you do. That means anyone that it's actually counterproductive to work
can do it if they study really too many hours. The industry really needs to
hard and know how to learn that.
work. I've employed
contractors online without Positech Games
knowing even what country Website
they lived in.

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31 | EXTRA

DEVELOPMENT OF: ELEMENTS OF ESCAPE


The story of how Flak3r's game was made

O ctober 15th, 2007. That was the


day I started on what would
become the year-long game
environment. After critically evaluating that
idea and deciding that it was not feasible in
the competition's timespan (one month), I
development journey that was Elements managed to boil everything down into the
Of Escape. In the game's four idea of having the fire character shoot fire
iterations, I have learnt an enormous and the ice character make ice blocks that
amount, which I've decided to share could be walked on.
with you through this article.
Version 1 Contradiction, a game with better graphics. I
was somewhat put out by this, but soon
The Beginning Now it was time to actually make the game.
In the first three weeks of the competition, I decided that it didn't really matter.
On that day of October 15th, I found out
about a contest hosted by two Game Maker used the Game Maker platform tutorial to
Magazines (MarkUp and GMTech) called “The make an engine. In the last week of the Version 2
Game Maker Race”. Its theme was “fire and competition, I did everything else. Around Christmas 2007, I was approached by
ice”. I decided that it was about time I Unfortunately, this led to problems with fellow game developer, ESA of 64Digits. He
released a game, after nearly three years of length, bugginess, resource pack music and PMed me to say how much he had enjoyed
game development, and that this sound, and unintuitive controls. Elements Of Escape, and how sad it was that
competition was the perfect motivation to do the graphics let the game down. But that's
so. Fortunately for me, the wonderful people at not all the PM was about. ESA had liked my
NAG Online and 64Digits pointed out a game so much, that he had taken the time to
After talking with a friend about what to number of flaws in the game, and I was able make a selection of replacement graphics for
make the game about and how to implement to whip it into some kind of shape before the it, and even composed a track of background
the competition's theme, I hit on the idea of competition's due date. The game's one music to replace the game's annoying Sonic
having a fire-related and an ice-related merit was that, for some reason that The Hedgehog soundtrack.
character co-operate with each other in completely escaped me, people actually
order to finish levels. I made it a platformer, found it FUN. There were many complaints Needless to say, I was absolutely ecstatic
because that's what I envisioned when I about the hideous graphics, but small about this, and thanked ESA repeatedly.
thought about what the game was going to touches like the changing text smileys drawn There should be more people in the world
be. on the characters' faces managed to distill like him.
those a bit.
My original plan for Elements Of Escape was Anyway, with a number of new graphics in
for it to be a realistic, detailed game that Unfortunately, Elements Of Escape got no tow, I set to work on a new version of
bogged down the player with powers and further in The Game Maker Race than the Elements Of Escape with renewed vigour and
ways in which to interact with the second round. It was knocked out by Mount enthusiasm, vowing to make it as enjoyable

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32 | EXTRA
Continued: Development of Elements of Escape
and professional as I could. characters jerked down a few
pixels when hitting the ceiling.
However, there were some things I
overlooked. Things that would plague the Version 3
game long into the future. What were these My main goal in V3 was to
things? Engine bugs. Little, almost give the game a level editor,
insignificant problems with the game that because I knew that its
could render it unplayable. I was so busy longevity would really
implementing the new graphics and making improve if I added one, and
everything look good, that I forgot to make because level design is not a
everything work good... *ahem* well. task that I relish, and adding
an editor would mean that
Even so, Version 2 was met with praise and players wouldn't have to
raised my average ratings from 60 and 70 depend on my new versions
percent to 80 percent. But I was to be for more gameplay once they
constantly reminded of those little bugs. One were done with the ten levels
person had issues with the characters I had made.
getting stuck moving platforms and ice
Version 4
After YoYo Games announced that their third
blocks, another had issues with not being An enormous mistake I made with this competition's theme was to be co-operation,
able to place ice blocks in certain places, and version was in Level 8. Having been too lazy I realized that Elements Of Escape would be
I myself was always annoyed by the way the to test all the game's levels after perfect for the competition and set to work
implementing some engine fixes (making the planning a new version. After reading
movement smoother and removing the people's comments and a particularly
aforementioned ceiling bug, having finally insightful review of the game in issue 3 of
figured out how to), I had overlooked a glitch Russell's Quarterly (rquarterly.blogspot.com),
that made the level impossible. I had a good idea of the direction I wanted to
take the game in. I wanted to make it more
Worse still, I dismissed complaints as people challenging, maybe even a little puzzling,
not being able to play the game, and didn't even though the premise of creating and
bother to even look at the problem. When I destroying blocks didn't allow for much
finally DID get around to it, it was too late to puzzlement on the player's part (as
fix it, as I had already deleted all of the explained in the aforementioned review).
game's levels from the source file to make
new ones for the next version. I kicked But before I even started on the new levels
myself for it and am still very ashamed of it, and features, I did something I should have
but there's nothing that can be done to fix it. done a long time ago: I fixed the game

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33 | EXTRA
Continued: Development of Elements of Escape feedback about bugs. Even if you think a bug
is too small to worry about, at least try to fix
engine. Armed with an array of platforming think people would care about Elements Of it. There's no better way to put players off
examples, platforming tutorials, and a Escape V1's bad graphics, which looked fine playing your game than to leave millions of
greater level of experience than what I had to me. I was wrong. If the game had had bugs in it.
had when I first put the engine together, I graphics with more time put into them in the
completely redid it all and fixed every little first place, it probably would've done a lot Make your own sound effects. I did this with
bug that people had ever complained about better in The GM Race. People want stories. V4, and I have to say the new sounds are a
– at least, to my knowledge. My philosophy has always been this: “If the huge improvement from the old ones (poor
gameplay doesn't ask for a story, don't quality resource pack clips). The new sounds
I'm about 90% sure that all the levels in V4 bother with one, because it will waste the also add a huge amount of humour to the
work perfectly, or at least near-perfectly. I player's time, and feel tacked-on.” I game, or at least I think so. I often start it up
even took extra time, delaying my planned absolutely hate tacked-on afterthought and kill one of the characters just to hear the
release time by a few hours, in order to test stories, and didn't think anyone would mind death sound effect. If your game's good, but
the game, as annoying as it was for an that my game had none. Unfortunately, has bad graphics/coding/music, you just
overworked developer who just wanted to be people did mind, and the lack of story will need to put it out in the right places, and
done with the thing he had devoted his last always be seen as one of Elements Of maybe someone will take pity on you and
two weeks to. Escape's weak points. But then again, you lend a hand. I know it worked for me. Most
can't please everyone. Level design, important of all, games are not once-off
Of course, V4 is in no way perfect. The graphics, coding, etc... none of that will things. You cannot release a game into the
waterpipes are cursed with some minor matter if a game isn't properly tested. I wild and expect everything to go smoothly.
graphical bugs that I can't seem to fix, and learnt this the hard way with V3. Testing may You need to advertise, listen to feedback,
there are probably some other bugs that I be a pain, but it has to be done. Listen to and constantly improve the game, else it's
don't even know about. But this time, I not going anywhere. Think of commercial
pledge to try my hardest to fix these developers; they release patches, provide
problems, and ensure an enjoyable for the technical support, and even release
player, because that's what really matters. expansions and deluxe versions long after
the game's first release. Releasing a game is
Aside from the aforementioned bug(s), I'm not the same as finishing it. As a sidenote to
satisfied with V4. I've finally fixed the game's the previous point: always make sure your
many engine bugs, and I've made the game players know what and where the newest
everything I originally intended it to be. It's version of your game is.
taken a while, but I've done it. However,
there's always room for improvement, as I So that's the story of Elements Of Escape. I
learnt in the months following V4's release. hope you enjoyed reading through it, and I
hope you learnt something that you can
What I've Learnt apply to your own projects.
Download
Graphics are actually quite important. I didn't

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


34 | EXTRA

GM CLASSICS
S A N D B O X O F GO D
E very game has its inspirations, and
for Sandbox of God it was a flash
game called GROW: “Basically you
make sure that when you change one aspect
of the game it doesn't accidentally break
another part. “If I did the volcano a different
started with your own planet, and had way, then the mountain creation might not
an assortment of weird objects...one work, and in turn the river might not work...it
was a block, another was a sphere, and was a stack of dominoes ready to topple”. To
it would be just random objects that keep everything together and to release a
could potentially turn into creatures, if game with so many scenarios yet with so
you played the game right. It wasn’t few bugs was a remarkable achievement. didn’t allow for very much freedom.”.
logical at all. I used GROW as my However, the advantage of being a young
foundation and came up with a pretty As if mentally balancing all of that wasn't naïve developer is that you tend not to worry
different game entirely”. difficult enough, the entire game doesn't use about the boring things, like “giving the
any GML code, quite astonishingly its all game a Hollywood soundtrack (literally taken
What it ended up being was a game where made using just the Drag & Drop icons from Hollywood movies) without paying for
you start with an planet inhabited by only a available in Game Maker 5! Not surprisingly it.”. Since becoming a commercial developer
few humans and you are equipped with an Mr.Chubigans admits that “making SOG was Mr.Chubigans now has to pay out in the
an assortment of godly powers with which to not fun...not really fun at all. But the payoff region of $70 for a soundtrack in each of the
use. They range from making it rain to was worth it...my goodness, it was worth it. games he makes. Certainly a change from
striking the ground with a meteor. Depending But in terms of design? It was more work “just surfing Wal-Mart.com and grabbing any
on what you do and in a certain order can than play...there were only 11 rooms, which sound sample I liked“.
lead to vastly different outcomes both to
what the planet will look like and how your Releasing a WIP demo is normally very good,
population will act. For example, if you strike but releasing a demo which had no
the ground with a meteor then make it rain, gameplay, and only some screenshots and
a small lake will form. text explaining what the game was going to
end up like is definitely not! “I think the
Amazingly for such a freeform game, every thread ended up having to be locked on the
event and trigger was hardcoded into the GMC. It was pretty embarrassing, and a bad
game, “not how I’d do it today, but five years start for the
ago, that’s all I knew. And the stupid thing game. I dunno why I did that. What was I
was I had it all in my head.”. As any thinking?”.
developer will tell you, one of the most
difficult aspects in creating a game, is to That wasn't the only error of judgement
during development, while testing a beta
WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009
35 | EXTRA
Countinued: Sandbox Of God S A N D B O X O F GO D 2 ?
There have been several failed entry for the recent 'Save The
version nobody could get the 'oil derrick' known to the then small GM
'attempts' at a sequel to Planet' competition (which
event to happen even when told the exact community and it was one
Sandbox of God with the most went on to win the top prize)
steps to take, “I thought they were crazy of the first games to gain
high profile being a pairing but says "making a game like
until I realized it was a glitch in the game. So fame outside it. Nowadays
with FredFredrickson for the my recent greenTech game vs
instead of admitting I made a mistake, I told there are dozens of
second YYG competition. "I making a sequel to Sandbox of
everyone they obviously have a defective amazingly high quality
think Fred just had way too God is like making an
download and to redownload the games played by thousands
much on his plate to do the awesome off-road go-kart that
game...after I had put up a 'fixed' version, of of people who have never
dozens more sprites I had can do anything vs making a
course, unbeknownst to the beta testers. even heard of Game Maker,
asked for. It’s a tough project model train that only works on
Sheesh, what a cocky game dev I was back which is mostly due to
to work on for the both of us.". the tracks."
then eh?' yoyogames.com providing
Mr.Chubigans also made an
an excellent platform to
So after months of hard work, it was on distribute games.
October 27th 2004 that Sandbox of God was Snowmen, or Caveman Craig, the graphics
released on the GMC and instantly became a Even today, its possibly one of the only are admittedly a little lacking, but as
hit. Its amazing to think it now, but this was games to have made such an impact that an Mr.Chubigans says: “really the game seems
a time when GM games were only ever unofficial user guide was made for it, to be proof that it’s all about the
detailing how to get every event gameplay...as far as freeware goes, at least”.
in the game. “The funny thing is
I played the game a few weeks It may have been a pained development, but
ago for the first time in years, to Mr.Chubigans it was completely worth the
and had forgotten the chain of end product. “It’s been a real privilege to see
events and solutions for the people enjoy the game so much, and I hope
game. I had to actually find the to bring that same kind of response to the
user guide to get the volcano in inevitable sequel. Thanks everyone for all
my own game“. The most subtle the support!”.
legacy is that the same cursor Download
used in Sandbox of God
reappears in most of
Mr.Chubigans' games, “it looks
nice and why change it What are your classics?
anyways?”. If you have a particular game you'd like us to
feature here (must have been first released
What sort of reaction would the at least over 2 years ago), you can get in
game have got if it was released touch with us in the usual ways
today? Compared to Iji, Lost (email/forums/PMs).

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


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FEEDBACK WORTH A LOOK


Timoi answers messages from the Matrebatre tells us about his 3D
the first view while evaluating the result in
forums model making program the second view.

"Since GMT has remained an E-mag for a


long time and I've heard that it's probably
going to stay that way for awhile. My
M odel Creator for Game Maker’ is a
3D modeling program created with
Game Maker, that enables the creation
Most of the modeling is done manually, by
using the draw and edit tools, but the
program also supports a number of
suggestion then is to deck it out! Acrobat of 3D models for Game Maker. It is transformations. Models can be created by
Pro can do a lot of cool things that no one designed to be a simple alternative for defining triangles individually, or
ever takes note of: User professional modeling programs, which alternatively by modifying and combining
Reviews/Comments, Forms that send info are often very hard to learn and are basic shapes (ea. spheres, cylinders).
directly to a server, Realtime 3D objects never fully compatible with GM. Often
displays, Movies, Sounds, etc." - Edge (from you have to use convertors or loading The program focuses mainly on low-poly
the GMTech forum) scripts to use the models in Game modeling, which is ideal for Game Maker
Maker, and as a consequence some models. It supports all aspects of models in
This is an idea which I want to embrace. elements (ea. materials) might be Game Maker except lines and points,
After you made this suggestion I did some changed or ignored because of non- because these are rarely used in games. The
research into making PDFs more interactive. compatibility issues . program also supports GM’s basic shapes.
One the best ways is through the use of Furthermore both vertex colouring and
javascript. There was the idea of putting in Professional modeling programs also tend to texture mapping can be applied, both
a little feedback form at the end of the create models that consist of way too many techniques can even be used simultaneously.
magazine to allow readers to easily send triangles for use in Game Maker. Model Texture maps can be created directly in
messages to us, that hasn't made it into this Creator however is much easier to learn, and Model Creator, using a special view type. The
issue but it may be in future ones. However, is perfectly compatible with GM. The program also automatically generates
we have added the ability to turn off the program can save and load models using the normal vectors, and it enables the user to
background images and added PDF Game Maker model file format. As a enter a threshold value to create smooth
bookmarks. Some of the more advanced consequence, models created with the normals on curved surfaces.
features, such as 3D objects and movies, do program can be loaded directly in Game
increase the file size quite considerably so Maker using the d3d_model_load function. Download
it's unlikely we'll be using those. The program can also import OBJ models.
Get In Touch
Comparable to most professional modeling Have you made a new Game Maker related
You can get involved in discussions about programs, Model Creator enables the use of website, forum, or even a useful application,
GMTech on our forums: multiple ‘views’ that can be used and want to write about it in this column?
independently. In Model Creator there are Then get in touch with us by posting on our
GMTECH MAGAZINE FORUMS two views, as such you can create a model in forum.

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009


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BE PART OF GMT LEGAL STUFF Copyright


The Game Maker Technology Magazine is
Corrections licensed under Creative Commons license.
Join The Team GMTech Magazine is happy to correct any This means you are free to copy, distribute
Becoming a part of the GMTech team is easy. published errors. If you spot any mistakes and transmit the work. This work is for Non-
You just need to be a good writer and and would like to alert the editors to it, send Commercial use only. You are NOT allowed to
competent with GM. Simply make a topic in a message to gmtech.magazine@gmail.com alter, modify or build upon the work
the Join The Team forum and we'll set you a outlining the error, including the correct contained in the magazine.
little a test. Once accepted, you can be information.
proud of the fact that you're part of the
longest running Game Maker magazine. We will endeavour to correct any published
errors as quickly as possible.
Join The Team
Thanks
Freelance
You don't have to be a staff member to get
your writings into GMTech. You just need to Closing
post that you have written an article for us
on the GMT forums, then we'll get in touch
with you. As long as it's of a high quality we'll
I'd very much like to thank everyone that's
been involved in this issue. The writers have
made many superb contributions and I'm
ISSUE 16
put it into the next issue. This is a great way sure they will continue to do so in all
subsequent issues. A special mention should
Coming soon...
to contribute without having to commit to
the team or if you have less time to spend go to our proofreader Bendodge, he has
writing. done a fantastic job checking the issue and
helping polish it up to perfection.
Submit An Article
I hope you enjoyed this issue and I hope that
you can spare a few minutes of your time to
Website tell us what you think of the magazine. Every
You can download and read all of our issues
time we recieve a positive comment it really
from our website, as well as find out more
gives us all a huge boost, we also welcome
information about GMTech. News about
constructive criticism to enable us to keep on
GMTech is always posted there first.
improving.
www.gamemakertech.info
Tim (aka Timoi)
Assistant Editor

WWW.GAMEMAKERTECH.INFO ISSUE 15 - MARCH 2009

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