A lot of other Game Maker-related events have happened since I last blogged, as well.
Another big development over the last few months is that I am now an admin at the Game Maker Community forum.
Following the sudden retirement of longtime community leader KC LC, the GMC needed admins. Chronic, who was pretty much the sole active admin after KC LC’s retirement, needed help. Xot and I talked with YoYo Games’ Kirsty Scott about this, and within a few days we were given promotions. We’ve both previously served as global moderators, and earlier, simply moderators. And I’d also like to think that we both bring something fresh to the community’s leadership.
I guess it all sounds a bit silly when you write it out. But I am happy to be a part of the community, and glad that YoYo Games trusts many of us enough to help guide the forum into the future.
Game Maker on PSP, iOS
Speaking of the future, a lot more information has come to light recently (and over the period of time where I didn’t update the blog) on the continued development of Game Maker’s runner.
At the beginning of the summer, we were shown a copy of Skydiver running on PSP, and much more recently, we’ve seen Madness Madness Madness running on an iPod and Skydiver on iPad. It’s an impressive feat, and I look forward to seeing where it leads for Game Maker users.
The PSP runner wasn’t as impressive to me, simply because I knew that even if they did work out all the kinks, it would never truly be easy to release GM-made games on the platform. There are simply too many hoops to jump through. For that reason alone, the iOS runner seems much more promising to me. I hope that I might get a chance to help push out some games for it early on, depending on how YoYo Games plans on publishing user-created content.
I still hate saying “iOS” out loud though. Eye-oh-ess. Does not roll off the tongue.
Oh, and I’ve also been really happy with all the information Mike Dailly (YYG) has been posting on his blog about the development of upcoming Game Maker releases. It’s been a good read, and I like that someone so experienced is heading up that project.
Discovery Competition Entry is Go. Er… No.
A much smaller blip on the radar was the Discovery Competition entry me and some buddies (Matt “Lethalanvas” Griffin and David Perritte) were working on. It took off at tremendous pace, and then we all got a little too busy and we stopped working on it.
Originally we wanted to keep it a secret, so there wouldn’t be much hype about it if we didn’t finish (good thing, right?), but now I figure we might as well show off what we’ve done.
Basically, it’s a game about a ninja assassin type guy who’s lost his memory and who wants to stop the world from collapsing around him. It features a robust platform engine, coupled a ton of slick animations by yours truly, which lets you run, slide, grapple ledges, swing from ceilings, and eventually a lot more. The gist of it was to create a story-driven platforming experience that gave players a lot of difference challenges at once, so they could work on levels in whatever order they liked, to an extent, depending on their skill level.
If we can all find the time, I wouldn’t mind working on it again sometime next year, actually. We all put a lot of work into it, and although there isn’t much to do in the game right now, there is a lot of stuff that we have done, including a written story, an awesome platforming engine, some killer graphics and animation, and some cool tunes. I don’t want to see it go to waste.
I’ll try to get a demo or something up eventually. Like I said, we don’t have much of the actual gameplay hammered out yet, but it’s fun to play around with.