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Total Members Voted: 2

Topic:   Retro games   (Read 347983 times)


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Zoo


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Re: Retro games
« Reply #255 on: January 21, 2012, 09:37:32 AM »
That level editor is really cool! I remade the pacman level , and made another random level. The pac-man one should be after the boss level as a bonus round or something.
random level
Code: [Select]
LET spawntimer = 5    //time between enemy spawning
LET enemylimit = 30    //enemies per level
LET maxenemy = 10    //maximum amount of enemies on-screen
LET line$(1)  =  "000000000000001aKaa1aaa"
LET line$(2)  =  "00000000000000100001aFa"
LET line$(3)  =  "000000000000001xxxx1aaa"
LET line$(4)  =  "111111111110001xxxx1000"
LET line$(5)  =  "00a00000001111100001000"
LET line$(6)  =  "0a9a0000001000100001000"
LET line$(7)  =  "00b000000010p01110111R1"
LET line$(8)  =  "00000000001000000000000"
LET line$(9)  =  "000000000011111R1111R11"
LET line$(10) =  "00000000001000000010000"
LET line$(11) =  "00000000001000000010000"
LET line$(12) =  "0000111111100000001hzad"
LET line$(13) =  "0000100000T00060001hbag"
LET line$(14) =  "00001011111000000011111"
LET line$(15) =  "0000T000aL10000000000U1"
LET line$(16) =  "00001000aa1111111111111"
LET line$(17) =  "00001000aa1000000000000"
Pacman
Code: [Select]
LET spawntimer = 5    //time between enemy spawning
LET enemylimit = 30    //enemies per level
LET maxenemy = 10    //maximum amount of enemies on-screen
LET line$(1)  =  "111111aaaaaaaaaaa111111"
LET line$(2)  =  "1Lhaaaaaaaaaaaaaaaaahd1"
LET line$(3)  =  "1haaaaa1aaaa1aaaa1aaah1"
LET line$(4)  =  "1aaaaaa1aaaa1aaaa1aaaa1"
LET line$(5)  =  "1aaaaaa1aaaa1aaaa1aaaa1"
LET line$(6)  =  "aaaaaaaaaaaaaaaaaaaaaaa"
LET line$(7)  =  "a1111111a1110011a11111a"
LET line$(8)  =  "aaaaaaaaa1zzzz01aaaaaaa"
LET line$(9)  =  "1a11111aa1000001a1111a1"
LET line$(10) =  "aaaaaaaaa1111111aaaaaaa"
LET line$(11) =  "1aaaaaaaaaaaaaaaaaaaaa1"
LET line$(12) =  "11a11111111111111111011"
LET line$(13) =  "1aaaaaaaaaaapaaaaaaaaa1"
LET line$(14) =  "1a1111111111111111111a1"
LET line$(15) =  "1b1a1aaa1aaa1aaa1aaa1b1"
LET line$(16) =  "1Fbaaa1aaa1aaa1aaa1abg1"
LET line$(17) =  "11111111111111111111111"
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

EqwanoX


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Re: Retro games
« Reply #256 on: January 21, 2012, 12:09:38 PM »
yea this level editor is great. i tweaked those levels a bit. try not to wall off the edges of the screen cause thats where enemies respawn

random level
Code: [Select]
   LET spawntimer = 5    //time between enemy spawning
   LET enemylimit = 30    //enemies per level
   LET maxenemy = 10    //maximum amount of enemies on-screen
   LET line$(1)  =   "00019000001000100002000"
   LET line$(2)  =   "000111111010d01AKA01aFa"
   LET line$(3)  =   "00L001000010A010Ax01000"
   LET line$(4)  =   "000001060011R11100111R1"
   LET line$(5)  =   "00000100001000100001000"
   LET line$(6)  =   "00000000001000100001000"
   LET line$(7)  =   "121111110010p0000000000"
   LET line$(8)  =   "00000000001000000000000"
   LET line$(9)  =   "000000000A1000000000000"
   LET line$(10) =  "000111111110x0000011R11"
   LET line$(11) =  "0002000000T00000001000Y"
   LET line$(12) =  "0001000000111110011YAg0"
   LET line$(13) =  "000100000A1000600010Y00"
   LET line$(14) =  "00010011111000000011211"
   LET line$(15) =  "000100000A1000000000000"
   LET line$(16) =  "00000060b020000000000U0"
   LET line$(17) =  "000000000A1000000000000"
pacman
Code: [Select]
   LET spawntimer = 15    //time between enemy spawning
   LET enemylimit = 30    //enemies per level
   LET maxenemy = 9    //maximum amount of enemies on-screen
   LET line$(1)  =   "000a0000a0001000a000a00"
   LET line$(2)  =   "00111001111010111101110"
   LET line$(3)  =   "0F11100111101011110111g"
   LET line$(4)  =   "0Y0000000000p00000000Y0"
   LET line$(5)  =   "00111010011111110101110"
   LET line$(6)  =   "h000001000100010010000h"
   LET line$(7)  =   "111110100000R0000101111"
   LET line$(8)  =   "000000000111T1110000000"
   LET line$(9)  =   "00a000100100000101000a0"
   LET line$(10) =  "11111010h1009001h101111"
   LET line$(11) =  "00000010011111110100000"
   LET line$(12) =  "001110000000b0000000110"
   LET line$(13) =  "U000101101111111011010K"
   LET line$(14) =  "11001000000010000000101"
   LET line$(15) =  "0000Z010000010000100Z00"
   LET line$(16) =  "001111111100Z0011111100"
   LET line$(17) =  "00000a000000h0000a00000"

check out this level

Code: [Select]
   LET spawntimer = 5    //time between enemy spawning
   LET enemylimit = 30    //enemies per level
   LET maxenemy = 10    //maximum amount of enemies on-screen
   LET line$(1)  =  "000000h00000h00000h0000"
   LET line$(2)  =  "00000000000000600000000"
   LET line$(3)  =  "00111100110010001001100"
   LET line$(4)  =  "001a000100101000101dF10"
   LET line$(5)  =  "001a0001g01010101010010"
   LET line$(6)  =  "001110010yR01a1a1010y10"
   LET line$(7)  =  "001a0001011001K10011R10"
   LET line$(8)  =  "00111100111001010010010"
   LET line$(9)  =  "00000006000100000000600"
   LET line$(10) =  "00000000000000000000000"
   LET line$(11) =  "00100010011001000010000"
   LET line$(12) =  "0011001010U100100100000"
   LET line$(13) =  "001a101010z100011000000"
   LET line$(14) =  "00101a10Rzz1000110000p0"
   LET line$(15) =  "0010011010y1001001001T1"
   LET line$(16) =  "001000100110010y0010T9T"
   LET line$(17) =  "000000000000000000001T1"

Connors


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Re: Retro games
« Reply #257 on: January 21, 2012, 12:16:13 PM »
The plan here was to work on his armor, extend it to full body armor, give it a head and some arms and bam. He'd be completely 3D. Needs a lot more tweaking but I'm gonna devote more time to the HTML5 GM.
it might be easier to have a different still action pic at the end of each episode?
It would be easier AND fit the rest of the artwork better. Gan would have his work cut out for him trying to animate that guy, especially like a killing the boss scene.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

EqwanoX


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Re: Retro games
« Reply #258 on: January 21, 2012, 12:18:42 PM »
plus, just rendering the character in 3d would be a ton of work in itself. BUT, i think we can still use a still from the 3d level behind more of my doom art parodies. i would also like to come up with silly names for the episodes like "knee deep in the dead" to "knee deep out of bed"? i dont know, maybe ill just say "episode 1" and so on. but by haveing episodes dividing up the levels eliminates any need for a save feature. i was thinking of 5 levels per episode. i have the levels for the first 3 episodes, and i was thinking of maybe haveing a secret fourth episode of levels made by gmg members?
« Last Edit: January 21, 2012, 12:26:12 PM by EqwanoX »

Circuit


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Re: Retro games
« Reply #259 on: January 21, 2012, 02:29:40 PM »
I'm glad you guys like the level editor.  Please let me know if you find any bugs.  I haven't tested the levels by copying them into the game yet.
I just added a text window to replace the Export Code feature.  That's what I wanted to do originally, but I didn't do it at first because I didn't think it was possible to print several lines of text at a time.  But then I figured out a way to do it using CHR$(13), the linefeed character.  Also, removing sprites is easier now.  The new version is attached to my previous post:
http://gamemakersgarage.com/forum/index.php?topic=180.msg20370#msg20370
« Last Edit: January 21, 2012, 03:06:54 PM by Circuit »

Connors


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Re: Retro games
« Reply #260 on: January 21, 2012, 03:08:48 PM »
I wonder if we can get it to let us paste code into the editor to make changes?
« Last Edit: January 21, 2012, 03:10:38 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

Zoo


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Re: Retro games
« Reply #261 on: January 21, 2012, 03:15:13 PM »
Maybe some of the people on board had a laser gun when they got infected, and died fighting, so the zombies have guns and shoot at you. This would be interesting, because if you can make enemies that shoot, maybe one of the bosses could be a guy with a gun who joined forces with the zombies to kill you or something. Wasn't there going to be a giant mole boss that went underneath the floor and came out under you and attacked you, and you could only shoot him when he was above ground, or am I crazy? Anyway, if you had enemies with guns,  you could change the sprites, and poof, it's a war game.
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

Zoo


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Re: Retro games
« Reply #262 on: January 21, 2012, 03:27:22 PM »
Here's another level, I haven't played the new version yet, so I have no Idea how strong the brown furry thing is. He's like miniboss right? Like 5 HP? I'll have to check. Feel free to edit it.

Code: [Select]
LET spawntimer = 5    //time between enemy spawning
LET enemylimit = 30    //enemies per level
LET maxenemy = 10    //maximum amount of enemies on-screen
LET line$(1)  =  "0001x0x00x11aaaaabdh010"
LET line$(2)  =  "000100000011aaaaagFh010"
LET line$(3)  =  "00010000001111111111010"
LET line$(4)  =  "11110000001100000001010"
LET line$(5)  =  "00K1T111111100000001010"
LET line$(6)  =  "0p00aaaaaaTR0600000T0R0"
LET line$(7)  =  "0001R111111100000001010"
LET line$(8)  =  "11110000001100000001010"
LET line$(9)  =  "00010000001100000001010"
LET line$(10) = "090100U0001111111111010"
LET line$(11) = "000100000011aaaaaaaaa10"
LET line$(12) = "00010z0z0z11aaaaaaaaa10"
LET line$(13) = "1T11111111111111111111T"
LET line$(14) = "00000000000000000000000"
LET line$(15) = "06000z00000z00000z00000"
LET line$(16) = "00000000z00000z00000000"
LET line$(17) = "00000000000000000000000"
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

Zoo


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Re: Retro games
« Reply #263 on: January 21, 2012, 03:39:24 PM »
Level 3 is WAY to hard. it needs either more walls or less zombies spawning.
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

Connors


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Re: Retro games
« Reply #264 on: January 21, 2012, 04:23:33 PM »
What do you think? Any constructive criticism? Is it hard enough?
Code: [Select]
LET spawntimer = 5    //time between enemy spawning
LET enemylimit = 45    //enemies per level
LET maxenemy = 20    //maximum amount of enemies on-screen
LET line$(1)  =  "11110001001001000200101"
LET line$(2)  =  "11009000010z000010010h0"
LET line$(3)  =  "10100000000000000000000"
LET line$(4)  =  "1U0111x11z1111111z11TT1"
LET line$(5)  =  "0000001yh100y0000110000"
LET line$(6)  =  "00z0000x100111000010000"
LET line$(7)  =  "000a100100100010001001y"
LET line$(8)  =  "1001a0010y1ap01x00T0001"
LET line$(9)  =  "1000000R0y10001x00T0000"
LET line$(10) = "1100000R000101000010000"
LET line$(11) = "aF1000010001x0000010110"
LET line$(12) = "00a111100000x000001y0a0"
LET line$(13) = "100R0000010001000001111"
LET line$(14) = "0x110010101010110000000"
LET line$(15) = "111000111z000z001110g01"
LET line$(16) = "110000yTd10aKa01hb0110x"
LET line$(17) = "11010101011111111122221"

And I think other bosses would be cool, a tunneling one is fine, it could warn you visually where it's going to come up. But I don't know about guns, how could you dodge in this game? You aren't the fastest hero. On second thought maybe you could do it, if the boss really telegraphs when it's about to fire.

Here's a thought for possible gameplay: Boss has rocket launcher but is very slow. It has to reload and then you shoot it. It points straight at you and takes a moment to aim down the sight before firing and that's when you move out of the rocket's path, and away from the walls it might explode on. We could consider having it get hit by the explosions if you trick it... Or if you're so dang good you can shoot rockets in mid air.

Easier to program version: Nasty big one that waits and then charges at you whenever it has a clear shot.

EDIT: changed 1 thing
« Last Edit: January 21, 2012, 07:31:18 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

Gan


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Re: Retro games
« Reply #265 on: January 21, 2012, 04:52:37 PM »
It can't handle my level...

Code: [Select]
LET spawntimer = 5    //time between enemy spawning
LET enemylimit = 60    //enemies per level
LET maxenemy = 10    //maximum amount of enemies on-screen
LET line$(1)  =  "9xyzxaaaaaaaaaaaaaxzyx9"
LET line$(2)  =  "xxyzaa11111111111aazyxx"
LET line$(3)  =  "yyyaa1000000000001aayyy"
LET line$(4)  =  "zzaa100000000000001aazz"
LET line$(5)  =  "xxa10001110001110001axx"
LET line$(6)  =  "zza1001gbF101Fbg1001azz"
LET line$(7)  =  "yya1001daaa0aaad1001ayy"
LET line$(8)  =  "xxa1001Kah101haU1001axx"
LET line$(9)  =  "6xaT000111000111000Rax6"
LET line$(10) = "xxa10000000000000001axx"
LET line$(11) = "yya1001aa00000aa1001ayy"
LET line$(12) = "zza10001aaaaaaa10001azz"
LET line$(13) = "xxa10000111111100001axx"
LET line$(14) = "zzaa1000000L0000001aazz"
LET line$(15) = "yyyaa1000000000001aayyy"
LET line$(16) = "xxyzaa11111111111aazyxx"
LET line$(17) = "9xyzxaaaaaaaaaaaaaxzyx9"



Quote
Looks good Gan.  I'm continually amazed by all of the things that you can do with computers.  Sometimes I think that you must actually be an advanced AI or something. 
01010100011010000110000101101110-erm, I mean thanks.

Quote
Gan would have his work cut out for him trying to animate that guy, especially like a killing the boss scene.
I'm thinking animation wouldn't be so hard, worst part is actually modeling it. After I model it, I just set the bone structure of the model and then position the bones to animate. That's actually one of the easier parts. Just gotta... make it.


Way cool level editor.

Circuit


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Re: Retro games
« Reply #266 on: January 21, 2012, 06:13:05 PM »
Way cool level editor.
Thanks Gan.   :D

It's great to see people making levels with my editor.  This is exactly what I was hoping would happen.  If we make more maps, the game can get finished sooner.  I really like these levels, BTW.  The Smiley map looks intense!

I just want to remind you guys that it's possible to save and load your levels through the File menu.  I didn't intend to force people to copy code into the Space Marine project file in order to see what a level looks like.  (That's what you guys have been doing, right?)  I intended for people to use my level editor to import/export level files and view them with greater ease.  You should post your saved files here, instead of copying code.  The View Code button is primarily intended for Eqwanox to use, to make it more convenient for him to copy levels from the editor to the game.

^ EDITED 3/24/12 because, wow, that was poorly written before.  Sorry guys.

If you haven't already, please download the latest version, v1.3.  It's attached to my other post.  The File menu functions have been duplicated as buttons, to make their usefulness more obvious.  Some other small but significant changes have been made, such as replacing the Export Code function with a text window that displays the code.  (Eq was going to add that because it's more useful to him than saving the code to a file.)  This is the last update, I swear, unless someone finds a serious bug:
http://gamemakersgarage.com/forum/index.php?topic=180.msg20370#msg20370
« Last Edit: March 24, 2012, 10:21:28 PM by Circuit »

Circuit


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Re: Retro games
« Reply #267 on: January 21, 2012, 07:01:07 PM »
Hey Gan, I just realized that you were speaking literally when you said "the game can't handle my level."  It's because your level doesn't have a player spawn point.  I think you've confused the extra life icon with the player spawn icon.  The little guy is an extra life.  The player spawn icon is in the middle of the top row of icons.
Also, there are too many enemies.  Most of them stay frozen and won't move, because the number of them is greater than the maxenemy and enemylimit variables.  You should remove most of the zombies, decrease the spawntimer, and increase maxenemy and enemylimit.  You can still have just as many zombies, or even more, but they have to appear gradually.

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Re: Retro games
« Reply #268 on: January 21, 2012, 07:26:39 PM »
Oh hahaha. Figures.

I'm gonna... go work on the HTML5 GM.

Connors


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Re: Retro games
« Reply #269 on: January 21, 2012, 07:31:36 PM »
changed 1 small detail on my level.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/