
I came up with the idea for this game very late in the weekend, and completed it in just 10 hours. Alamogordo was my entry for Ludum Dare 29, to commemorate the dig that was happening that weekend in the Alamogordo, New Mexico landfill where Atari deadstock had been buried some 30-odd years previously, most notably millions of excess E.T.

LD29: AlamogordoĬompo entry for “Beneath the Surface”. If you get petted too much, you stop hating people and become a nice puppy, ending the game. Thus, you are a villainous puppy who looks suspiciously like Hitler, and barks at people for points. LD25 started the day of the mass murder at Sandy Hook Elementary School, and when they announced the theme, I knew that I wanted to make a lighthearted and uplifting game where you were the worst villain I could think of, made as harmless as I could imagine. I also created another custom sprite generator, which randomly colorized the clothes, skin, and hair color of the boy and girl sprites that I created. I experimented with walking animations and twitter integration (you can tweet your score when your game is over). Built in under 48 hours with Game Maker Studio. LD25: Bad PuppyĬompo entry for “You Are the Villain”. The music for the post-compo version was created by the incredible Ian Faleer. The Windows version is the best - currently there are some glitches in GameMaker’s HTML5 that make that version inferior to the native Windows build. The enhanced version includes numerous post-compo fixes, new features, and is the version to play unless you’re rating the game for the compo. I also made use of GameMaker’s particle system, with additive blending effects, and included a title screen. The player’s evolution was semi-randomly controlled based on the different types of food particles you can choose from when feeding, which caused different mutations that affected the player’s controls and appearance.

The biggest innovation was a sprite generation system that created new graphics on the fly as the player evolved into new forms, composing them in an off-screen drawing surface.

I experimented with an infinite room movement system that created the illusion of a boundless room by placing the player in the enter, motionless, and moving everything else in the game around you. Built with Game Maker Studio in under 48 hrs (22 actual working hours). Control a single-celled organism to eat and mutate. LD24: KaryoteĬompo entry for “Evolution”. I experimented with random numbers, alpha blending, and an odd mouse-based control scheme that commands nearby bacteria to be attracted or repelled by left and right clicks.īuilt with GameMaker 8.1 in under 48 hours (actually about 24.5 hours of work time). Consume nutrients and replicate faster than your competition! This was the second game project that I completed and released. I am eager for new updates and features.” - Vinicius GĬompo entry for “Tiny World”. I cannot recommend it enough, as it will save devs from the headaches that come from implementing z collision engines from scratch, while still explaining why everything is set in such way, so you have complete understanding of what is happening on your game. The z functions are as close to GML native functions as it gets. The engine is very well documented and the code is nicely commented, while the example is great at showing how to make and use the expected gameplay elements but still generic enough not to restrict the creativity of the developers. The expected gameplay can be described as Zelda perspective plus geometrically correct jumping. “As someone who has spent considerable time studying and experimenting with z axis mechanics on game maker, I can assure you this is the most complete z-jumping engine I have found to exist, with every feature a developer would need to make games in the vein of the Super Mario RPG series and PS1’s Alundra. If your new to gamemaker you can learn things by going through the code, and if your guru this can save you time and act as a base for your own mini map design.

The code is clearly commented and a pdf is provided which goes into detail explaining the code and various ways it can be manipulated. What really makes this asset shine is the excellent documentation csanyk has provided. It can be added into an existing project in a matter of minutes. The code is neat, well organized, and does exactly what it says it does in the asset description. ★ ★ ★ ★ ★ “It works very well and is easy to use.” - Tyler G Why arguing about Link’s gender is dumb, and why it’s important.“Null Room” hidden in Superman (Atari, 1979).video games, programming, the internet, and stuff
