Game Maker's Garage Forum

Game Maker's Garage => Announcements => Topic started by: Gan on May 25, 2008, 06:44:04 PM

Title: Space Game Project (No Name Yet)
Post by: Gan on May 25, 2008, 06:44:04 PM
[size=16]Space Game Project[/size]
(No Name Yet)
[/color]
Hey, I have started on another game. After the GameMaker Group Project kind of died, I got sort of inspired to make a spacey kind of game. I had hardly any knowledge of GameMaker scripting, and I don't own it, so I have started this game in SilverCreator.

So far I have created the movement engine and a planet you can land on. If anyone has played EV Nova before, you would notice this somewhat resembles it. Though I am very looking forward to making this online when Mistron gets GMOD up and running.

If you have any ideas or comments, please post here.

Here is a link to a Preview of the game:
http://www.mediafire.com/?le0mbesnyjm

 If you find bugs or it runs slow on your computer, please give me a detailed explanation of the problem.

Thanks,  ;)

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Tireas Dragon on May 25, 2008, 11:05:04 PM
Doesn't open says more than 5000 cards

Title: Re: Space Game Project (No Name Yet)
Post by: GMG Tim on May 26, 2008, 02:21:37 AM
You should compress prior to uploading-- not only doesn't make the file smaller, it also prevents potential problems opening the game once it's downloaded.

Ghost
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 26, 2008, 10:46:49 AM
Thanks, I fixed it.

Link: http://www.mediafire.com/?le0mbesnyjm

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Tireas Dragon on May 26, 2008, 01:09:56 PM
Very Nice. Is the battle engine gonna be similar to EV (escape velocity) I am quite sure that would be terribly difficult to do tho.
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 26, 2008, 02:20:58 PM
Yes it will be, thats the next task I will tackle. Shouldn't take too long though. The only real problem I see, is when Mistron gets GMOD working. I will have to re-write most of this.

My To do list for this game:
(1) Add ability to shoot
(2) Real-Time Battle Engine
(3) Add new Ships in InterGalactic iBay + Universal Currency
(4) Add upgrades for speed and weapons
(5) Expandable world, No warps, just traveling through space to get to different planets
(6) Possibly Add NPCs (Might add after game is online)
(7) Integrate GMOD into Game to make online
(8) Add login ability
(9) Add ChatBox (Maybe)
(10) Add Name (Anyone have any idea for a good name?)
(11) Make Special client for Moderators/Admin to kick people or do special things
(12) Update Frequently

Anyone have any ideas for a name? Or anything you want to add to my todo list above?

Thanks,

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Silverwind on May 26, 2008, 02:33:44 PM
Wow, that's a pretty snazzy nav Gan. I don't have anything to add to your to do list, but it looks like it's gonna be a great game. :)
Title: Re: Space Game Project (No Name Yet)
Post by: WarHampster on May 26, 2008, 05:49:48 PM
Thats an epic win of a nav system!
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 26, 2008, 06:25:31 PM
 :) A few days before I posted the game here, I had a horribly blocky Nav System, Until Plaza Redd took a look at it. It took me a day to create an ugly, blocky nav, but it took Redd 2 minutes to make it into what it is now. He is a Genius.

Just to keep you guys updated, I have created a buggy firing system. It should be fixed, hopefully tomorrow. Then I will post it.

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 28, 2008, 05:21:25 PM
I have made the firing system, though I can't test it out. Right now I am on a ten year old mac, so I will need your help to get it just right.

Now, what I am focusing on is the currency/buying system. What is a good name for a space currency?

Here is the link: http://www.mediafire.com/?tyfx1eytba2

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: GMG Tim on May 28, 2008, 06:34:32 PM
Interesting idea-- how will you make it online? You can't possibly update every ship's location online constantly, that'd make it incredibly slow... are you going to incorporate online gameplay in another manner?

Ghost

EDIT: Oddly enough, this is the direction my MMORPG engine is going in, but I'm not sure I'm ever going to finish it-- it'll be more of just a concept.
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 28, 2008, 06:57:33 PM
Quote
Interesting idea-- how will you make it online? You can't possibly update every ship's location online constantly, that'd make it incredibly slow... are you going to incorporate online gameplay in another manner?

I was thinking of making different parts of space in different cards. So it would only load the sector of space you were in. Though, php seems a bit slow, I was thinking of using a JavaScript database or maybe even a client/server that is a seperate application that will download a text file from a server and send a text file up to a server.  So, how are you going to make your MMORPG online?

Quote
EDIT: Oddly enough, this is the direction my MMORPG engine is going in, but I'm not sure I'm ever going to finish it-- it'll be more of just a concept.

Ah, your making one too  :). I'm not sure mine will finish either, but as long as I keep going, it will never die. If the worst possible situation comes, I will give this game to the Sc/Gm community to continue.

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Tireas Dragon on May 28, 2008, 09:16:10 PM
You should set up a boundary script, or just have the space loop. If you have a location system you could have it so when you go up or down a certain amount it repositions the sprite on the other side.
Title: Re: Space Game Project (No Name Yet)
Post by: GMG Tim on May 29, 2008, 03:12:20 AM
Quote

I was thinking of making different parts of space in different cards. So it would only load the sector of space you were in. Though, php seems a bit slow, I was thinking of using a JavaScript database or maybe even a client/server that is a seperate application that will download a text file from a server and send a text file up to a server.  So, how are you going to make your MMORPG online?


Ah, your making one too  :). I'm not sure mine will finish either, but as long as I keep going, it will never die. If the worst possible situation comes, I will give this game to the Sc/Gm community to continue.

-Gandolf

Well, my server is written in Python (which can handle threads), and my client is written in BlitzMax (which compiles to C), so I have much more flexibility. The model is simple, coordinates sent to server, server checks, and then returns if the move was valid.

Ghost
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 29, 2008, 06:25:43 AM
Quote
Well, my server is written in Python (which can handle threads), and my client is written in BlitzMax (which compiles to C), so I have much more flexibility. The model is simple, coordinates sent to server, server checks, and then returns if the move was valid.

Ah wow, I doubt my game will be as sophisticated or run as smoothly as yours. Though now you got me interested in python and blitzmax...

Quote
You should set up a boundary script, or just have the space loop. If you have a location system you could have it so when you go up or down a certain amount it repositions the sprite on the other side.

I was thinking of just putting a red, laser like line in space that would block the player from going out of it. Though I might do the space loop.

Though right now I will be making the Universal currency and be able to buy new ships. So if anyone has a good, unused name for a currency, please post.

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Tireas Dragon on May 29, 2008, 09:23:07 AM
Well you could use the most simple currency in existence.... No not gold, BC (basic currency) It has been used before but not in a very long time.
Title: Re: Space Game Project (No Name Yet)
Post by: Al Staffieri on May 29, 2008, 12:49:50 PM
Astro Dollars
Constellation Coins
Galaxy Gold
Space Money
Interplanetary Cash
Star Bills


Feel free to mix and match words
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 29, 2008, 01:31:35 PM
Wow, thanks Al, thats really helpful. Though I was thinking a little of...

Quasi Universal Intergalactic Denomination (or QUID)

...Hm.

Maybe you guys should pick, either any mix-match between
Quote
Astro Dollars
Constellation Coins
Galaxy Gold
Space Money
Interplanetary Cash
Star Bills

Or

Quasi Universal Intergalactic Denomination (or QUID) .


I will put in whatever gets the most votes.


Thanks,
-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Tireas Dragon on May 29, 2008, 08:03:53 PM
I like Constellation Coins.
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 29, 2008, 08:28:16 PM
One vote for Constellation Coins, if no one else votes I will use it.

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: GMG Tim on May 29, 2008, 09:08:24 PM
Even though it's used for domain names, you could try http://www.bustaname.com/ to mix and match words.

Ghost
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 29, 2008, 10:08:01 PM
Ah wow. Thats a nice tool.
Though I think Constellation Coins might just be good enough for the game.

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 30, 2008, 12:41:54 AM
Good News, I fixed up the battle system some, and I am now building the InterGalactic iBay. I'm also trying to fit in a beta version of the Player Interface. You will notice that when you play it. I fixed a few bugs, and improved a few things.

So...  Here it is:  http://www.mediafire.com/?pz9ctxcfmml

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Tireas Dragon on May 30, 2008, 10:04:40 AM
Its great, but I do notice a small bug. Every now and then the bullet sprite stays in the middle of space or on the front of the ship. Other than that its good.
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 30, 2008, 10:17:55 AM
Thanks.  I'm going to take a look at it. I think that bug was created when I had to add an extra timer and bullet sprite so two bullets could be displayed on the screen at one time to make the bullet system look and act a little better.

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Tireas Dragon on May 30, 2008, 10:56:14 AM
Isn't the timer supposed to refresh the screen every .02 seconds? So could you just put all the code on to the same timer.
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 30, 2008, 11:06:13 AM
Yeah, its all in one timer. Though I made a second bullet sprite so you could shoot two bullets at the same time. I guess I screwed up somewhere and made that bug.

-Gandolf

P.S.  I really need a way to make my Game Online as soon as I can, because i am going to have a Hayday having to re-write all this code to make it work with multiple people. If anyone has any really good ideas to make it not only online, but make it pretty fast. Please post.
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 30, 2008, 01:29:06 PM
Good News.

I was browsing for clients/Servers when I came across something...

A Client and Server that sends text files back and fourth. It is exactly what I need.

Though I ran into a problem. I have no knowledge of BlitzMax, and I tried compiling it, but it wouldn't work.

Here is the site: http://www.blitzmax.com/codearcs/codearcs.php?code=2117

Ghost, if it isn't too much, could you help me with this?


Thanks,
-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: GMG Tim on May 30, 2008, 01:37:23 PM
It'd be nice to have more advanced string parsing functions and arrays in GameMaker, since it'd allow for coordinate compression. For example, you'd be able to send the following as coordinates:

$blahvar = split("playerName:xCoord:yCoord:state",":")

And split on the :, and then assign different things as $blahvar[0], $blahvar[1], $blahvar[2], $blahvar[3].

Hopefully something Al considers for 4.0.

Ghost
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 30, 2008, 02:00:14 PM
Hmm?


-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: GMG Tim on May 30, 2008, 02:43:09 PM
The code doesn't work because it's ancient BlitzMax code. I don't think it's supported in the latest version. The following tutorial may be of great help:

http://www.eiksoft.com/multi/multi.htm#junk

That specifically deals with UDP networking. Here are some more general BlitzMax tutorials:

http://www.blitzbasement.net/tutorials/tutorialindex.html
http://www.2dgamecreators.com/tutorials/gameprogramming/
http://www.alsbonsai.com/john/BlitzMax_OOP_Tutorial.pdf

Ghost
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on May 30, 2008, 02:47:52 PM
Thanks  ;)

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on June 02, 2008, 01:06:51 PM
Well, I've done a bunch of research, and I took a look at Python, and it turns out Python is actually one of the best languages to make networking apps in.

So, I downloaded Python, did a bunch of tuts, and am now experimenting with it.

Though I have a few questions.

(1) When you save your code from IDLE, it saves it as a regular document format. Shouldn't it save it as .py?

(2) What exactly does Python Launcher do? I try to open .py files in it but it always comes up with an error.

(3) In the build Applet app, I take my .py documents and convert them to applications, but when I open them, they just quit.

(4) Do you know some documentation that has all the Python Script Commands?


Thanks,

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Silverwind on June 02, 2008, 01:39:55 PM
I had a quick look at Python awhile back, but couldn't make head nor tail of it.
Quote
(4) Do you know some documentation that has all the Python Script Commands?
-Gandolf
No. This frustrated me too. That sort of thing should always be included in the readme.
Title: Re: Space Game Project (No Name Yet)
Post by: GMG Tim on June 02, 2008, 03:12:39 PM
Quote
Well, I've done a bunch of research, and I took a look at Python, and it turns out Python is actually one of the best languages to make networking apps in.

So, I downloaded Python, did a bunch of tuts, and am now experimenting with it.

Though I have a few questions.

(1) When you save your code from IDLE, it saves it as a regular document format. Shouldn't it save it as .py?

(2) What exactly does Python Launcher do? I try to open .py files in it but it always comes up with an error.

(3) In the build Applet app, I take my .py documents and convert them to applications, but when I open them, they just quit.

(4) Do you know some documentation that has all the Python Script Commands?


Thanks,

-Gandolf

1) Shouldn't matter, you can still open the file in Terminal by typing 'python filename'
2) Python launcher will only launch when running a program from within the IDLE environment, or when you're using something like pyglet or pygame.
3) When making the applet, you have to be sure to import all necessary libraries, and make sure you drag and drop ALL associated files onto the applet maker (including images if you're using any).
4) Yes, http://www.python.org/doc/. They have every command documented, but it's not just in list format.

Python is no good for making stand-alone applications for many reasons. First, it's an interpreted language, not compiled, so even when you make applets, users still have access to the source code. They can modify it and change the way your program works.

What Python is good for: server-side scripts (game server, etc), scripts where security is not an issue, scripts where users can have access and modify the code, etc.

For stand-alone applications, you should use an environment that compiles, because it makes accessing the source code really hard (reverse compiling, etc).

Ghost
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on June 02, 2008, 04:09:44 PM
(1) Ah.
(2) Oh.
(3) What do you mean by libraries?
(4) Thanks.

It doesn't matter to me if users have access to the source code. I trust people here.

So... Now comes the hard part. To try to make a Server that can handle 10+ clients and a client which will send a text file to the server and the server to send the text file back as fast as possible.

What do you think is best, UDP or TCP?


Thanks,

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Mystor on June 02, 2008, 04:38:40 PM
I think that UDP may be faster but TCP givesw status checks so you can tell if the connection is broken

Mist
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on June 02, 2008, 04:41:06 PM
Thanks Mistron.  :)

I think I will go with UDP. I downloaded a simple UDP server/client that sends messages back and fourth.

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on April 18, 2009, 10:22:56 AM
Sorry for dredging up such an old topic but...  Wow, this looks strikingly familiar.
I thought my Java Space Game was all original, I must of forgotten about this.

-Gandolf
Title: Re: Space Game Project (No Name Yet)
Post by: Tireas Dragon on April 18, 2009, 10:37:13 AM
Quote
I thought my Java Space Game was all original,
Oh I am sure many people before us thought of a space game where you shoot other space ships. Hey any of you remember Escape Velocity that was a lot like that.
Title: Re: Space Game Project (No Name Yet)
Post by: Gan on April 18, 2009, 10:39:04 AM
Quote
Oh I am sure many people before us thought of a space game where you shoot other space ships. Hey any of you remember Escape Velocity that was a lot like that.
True, true. ;)

-Gandolf
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