All posts tagged YoYo Games

The Shifting Game Maker Scene

Martin · 14 years

A lot of other Game Maker-related events have happened since I last blogged, as well.

New Admins

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.

Looks like the cat is finally (officially) out of the bag!

What was alluded to in a few obscure screenshots and then not very subtly in the YoYo Games Competition 5 rules has now been made official in a Glog post today; that YYG has been hard at work on a version of the Game Maker runner that works on PSP.

YYG also announced that they have hired Russel Kay as their Chief Technical Officer in charge of all future Game Maker development. Kay is the former Senior Software Architect for Realtime Worlds, and while his new post at YYG seems to imply that Mark Overmars may not be taking as big a role in future versions of Game Maker, Sandy (presumably) tries to lay those fears to rest in the announcement:

Also, don’t worry about Mark Overmars, he won’t be disappearing. Mark is too busy with his university commitments to take up a full-time role at YoYo Games, but he has recently strengthened his links with us and he has been fully involved in the process of recruiting Russell at every stage. Mark has already been working closely with Russell and he will continue to have a great influence on Game Maker and our community.

I'm pretty excited for YYG and Game Maker - I think that if they can successfully make the jump to consoles/handhelds they could become a very lucrative company (almost like Steam for consoles/handhelds). I also think that with new talent on board, we might see larger advancements in the power of Game Maker, and sooner.

Of course, if they can't make that happen it could spell the end of Game Maker. But with a lot of smart, talented people on board, I'm not concerned about that. Interesting news, anyway.

Happy Holidays

Martin · 15 years

Well, that last post was a doozy. A bit of a hard act to follow, eh?

Jokes aside, that last post really was partially to blame for my recent hiatus from posting here. After the fallout over the old-new Game Maker logo settled, the dust cleared, and (some of) the anger subsided, YoYo Games stated that they'd be open to suggestions for altering the new logo. So, I helped produce a topic on the Game Maker Community to get everyone's suggestions in one place, and we eventually ended up putting logos to vote and submitting them to YYG as the community's official suggestions.

As many of you might already know, it worked out well, Sandy Duncan/YYG liked our ideas, and they ended up changing the logo. It was a great accomplishment for the GMC, and I am glad that we were all able to come together and set things right - but keeping it all organized left me quite exhausted. That, and I have had a lot of other work to do lately, helping a friend get a website off the ground, working on my own games/projects, doing the last Reflect Games game development competition of the year, fixing my laptop, shopping for the holidays, etc.

So the blog got left behind a bit. I did manage to sneak in and fix up some of the graphics on the theme. It's that time where I've started wanting to change it (again, I know), but a quick refresh of the sloppy parts has satisfied my urge to change it for now.

Most of the things I mentioned above are over or winding down now though, so I'm hoping that after the holidays I'll have more time to play with Game Maker, website development (yes, the ongoing Reflect Games website is still in the works!), and other related stuff. It's just been a busy time.

Anyway, I'm not sure if I'll be updating the blog again before the bulk of the holidays hit, so I just wanted to wish everyone out there a happy holiday and a good new year! I hope the end of 2009 turns out to be well for everyone!

Thanks for reading, and I will see you all in 2010!

I've decided to take a slightly different approach with my YYG Competition #4 entry, and post semi-regular progress updates as things move along. I'm not quite ready to unveil my master plan for the game, but I will reveal more as time goes on (and as time allows). I'm still trying to decide which aspects of my ideas will be able to make it in under the deadline while still allowing me enough time to make sure the game is fun and thoroughly polished, so at this point, it's hard to say what the final game will be like anyway, or whether or not I will even be able to finish it.

That said, progress is good so far. The game is going to have a focus on driving, and the driving engine is virtually done, save for collisions and all the extra stuff I have to add onto it later. Here are some screenshots of the game as it looks now. Textureless and a bit empty. But fun to drive around in!

Hopefully I have something more substantial to show next time... for now, enjoy the stills!

YoYoGames Competition #4

Martin · 16 years

Once again, <a href="http://yoyogames.com" target="_blank" rel="noopener">YoYo Games</a> has announced a game-crafting competition, this time following the "green" theme "save the planet."

I'm actually quite excited about the theme selection this time around. It presents an argument rarely seen in video games, and could spawn some pretty interesting creations. Not only will I be looking forward to seeing what aspects of environmental awareness can turn into successful games, but I will also be ready for the more off-the-wall games, since the wording of the rules has left things a bit open.

From the official announcement:

These days our planet seems to be in a constant state of peril, together we ride the unicycle of fate atop the high-wire of self-destruction. Our busy little lives seem to be warming up the planet, and no one really knows where that will lead us. Worse, global warming isn't the only green problem: pollution, acid rain, over-crowding, starvation and drought, and extinction threats are all waiting in the wings.

We’re often told that the only solution to these collective problems is mass action - the message must be spread to as many as people as possible if our own environmental compromises are to count for anything. Computer games are a great way to reach people and get them interacting with these important debates. What we’re looking for in the next competition are games with a message, games which encourage the player to get involved.

Politics: Most of us at YYG believe there's something to this global warming idea, but we're not out to indoctrinate our gamers, or game makers. Whatever you believe, it cannot be denied that the debates themselves are important, decisions made here will affect all our lives. If you firmly disagree with the green message then feel free to make a game where the world must be saved from a bunch of crack-pot environmentalists.

Finally, we’re still on the hunt for the perfect casual game. The most important thing is that the games are fun. Don’t get too carried away with the theme at the expense of gameplay.

As with previous competitions judging will be conducted by YoYo Games and Prof. Overmars, with community response taken into account.

P.s. Yes, we are aware of the irony of using energy-hungry computers to communicate a green message. Better this than 300 games about saving princesses.

The contest will end on January 4th, 2009.

The announcement at the GMC brought about the usual slew of questions about what fits within the rules and what doesn't, but thankfully most concerns were laid to rest when our friendly YoYo Games admin dropped in. Hopefully we won't be seeing a lot more "does _____ fit the rules?" questions for a while now.

Though I'm starting to have a strange feeling of déjà vu about all this, I think I'm going to try to enter this competition. I've got a pretty decent idea for a game right now, even though I'm not sure if it completely fits IGDA's description of "casual," and I think that if I can pull it off, it'll be a pretty fun little app. I'll post more news on this later though, as I make some progress beyond the basic engine.

Since I never really got around to programming the whole thing, and I kind of left it on a cliffhanger here at the blog, I thought I'd share my idea for my last competition entry now. My idea, a puzzler which never really came to fruition, was to create a game where the user is presented with a side-scrolling course full of obstacles and tasked with moving an object (a water capsule) from one side of the course to the other (to a fire). To do this, the player is given a limited amount of robots that can be placed anywhere on the course, and then programmed by dragging one of a limited number of "scripts" onto them, which would tell them which direction they could throw the water capsule. A number of courses with obstacles of different type would be included, and as the player moved through each level, the game would put more emphasis on using each robot and script to its fullest to traverse the obstacles.

Maybe I will continue this one day... I've already got much of the level graphics and base programming finished. But for now, it's on to the green-er pastures of competition #4.

So, who else is entering?

Monday, monday

Martin · 16 years

There's much ado with Marty - here's the low-down on what I've been up to, and what I've got planned for the week.

YoYo Games Competition 3

I've been bouncing around an idea in my head for the third installment of the YYG game competition a while now, and I think that when I get home from work today, I might just start putting together an engine. The idea I have is for a puzzle game, and is somewhat basic in design, but even with simple rules, I think that a complex and fun game can be created. I'll be posting more about this later in the week depending on how things turn out. About the only thing I'd like to give away for now is that the graphic style I have in mind is akin to something like Out of This World. And it's probably going to have robots in it.

Reflect Games

I know, I keep saying that I'm working on a site update, and nothing comes of it - well, there is actually quite a bit going on with the beta version of the new site, and though I've been off the project again for a few weeks, I'll be dipping into it again soon enough. I've also got a few things to sort out with the Reflect server code itself, so I might be re-writing that too - if the problems the Adrenaline team has been having with it turn out to be a Reflect issue.

World of Warcraft

Despite my best efforts not to play that much WoW, I put in a fair amount of time with the game this weekend... and now I've got my epic flying mount, which makes traveling around the game, mining, and questing a lot more enjoyable. For anyone outside of the Azeroth loop, much of your time in the game is spent traveling to and from where you need to go... so the faster you can get there, the better. There are a multitude of solutions for this - mages can make portals to towns (like Diablo), you can pay for rapid transit from town to town via flying beast, and eventually you can buy all sorts of mounts of various breed and speed. An epic flying mount is about the fastest ride you can buy, and combined with my Paladin's Crusader Aura, gives me a speed increase of 456%. Needless to say, this makes traveling around the World of Warcraft a lot less time consuming, and the game much more enjoyable.

I'm now currently waiting for Blizzard to unlock a new set of PVP gear for purchase, so I'll probably be spending a bit less time playing until then.

Web Work

I've also been helping out my buddy "D" to get his gaming news blog off the ground. I've re-skinned it and added a lot of cool plug-ins and customizations to help the site look its best. Check out DLB-Network.com to see how it all turned out.

The Rest

There's not much else going on for me at the moment - my girlfriend is out of town for most of the week. I finished my lunch-time book a few days ago, so I have nothing to read today (I'll probably just listen to the radio). And I'm not sure what I want to eat for lunch... hmm.

Anyway, that's all. Who else is working on a game for the next YYG competition? Post a comment, I'd like to hear from ya! And as always, thanks for reading.

Finished Winter Comp Entry!

Martin · 16 years

I guess it's a bit late to announce this here, 5 days after I actually submitted the game to YoYoGames for judging, but what the heck - I feel much more energized after a nice relaxing holiday at my parent's house, and I figure it's time to push the game a little bit. So without further ado, my YYG Winter Competition is finally finished!

I present to you the winter-themed SHMUP, Sun Sun Der! Here's a quick link to play at YoYoGames.com, more information below!

The spirits that govern the balance of hot and cold on the earth are in turmoil - on the Winter Solstice 2007, the sun's summer spirits refuse to leave. The goddess spirit of the winter, Friga, is sent to battle the summer and bring about the cold of winter once again!

Play the game here, directly at YoYo Games. If you like the game, I would appreciate it if you'd rate it accordingly... seems the YYG bury brigade has already hit many of the competition entries particularly hard.

Controls are as follows

  • Z - Shoot
  • X - Attract power-ups
  • C - Special attack (when meter is charged)
  • P - Pause the game
  • F1 - Restart the game
  • F4 - Toggle windowed / full screen display modes
  • Esc - Exit the game

Anyway, enjoy the game, and thanks to everyone who plays and / or votes. I appreciate all the support I get from the community!

GMC, YYG, OMG, & WTF

Martin · 17 years

There is much ado in the Game Maker community these days, thanks in large part to the recently announced YoYo Games Winter Competition. For those of you who haven't yet heard it, YoYo Games is putting on a game creation contest which runs from now until December 23. The rules are pretty simple, and the game must follow a "winter" theme, in pretty much any way the developer can implement it. Not surprisingly, more than a few people have admitted to making a game centered around Christmas for the competition, and though I have to admit, it was tempting, I've already made a Christmas game, and frankly, I think there is a lot more to winter than the major holidays. We'll see what people can come up with though; I have high hopes that we'll see an explosion of creativity for this comp, from more than just the usual gang.

The title of this article is based on the typical reactions of some of the people who have heard about all this, especially the $1,000 grand prize. GMC, YYG, OMG, WTF indeed.

One thing I am really liking about the Winter Competition however, is that it's given me a little bit more motivation to set aside all the games I've been playing, and re-focus on actually making something. That's not to say that I will definitely be able to carve out my idea entirely by the contest deadline, but I am certainly going to try to - if the result is any good, it will be another fun game to add to the pile at Reflect Games, no matter how it does in the contest.

I don't want to say too much about what I am working on yet, but since I have dropped a few hints here and there to various people, I figured I would talk a little about it.

Basically, I'm using the competition as a springboard of sorts, to propel myself into a game genre that I am not usually very engrossed in. I've been studying a few games of the same genre, and I think that with a little luck, I can put something together that is both visually impressive, and a more old school brand of fun. It seems appropriate anyway, because as much as I love all the new games these days, my gaming roots (as a player, anyway) are in the classic realm of 8-bit and 16-bit gameage. So the game's going to be 2D, and isn't going to be something mind-bendingly complex... just a little more reliant on player skill.

I'm also going to be using the theme of "winter," in a unique back story for my game... again, not something that will be horribly deep, but which will hopefully go beyond just throwing a snowy texture onto the floors in HT3D and calling it a new game. Winter as a theme should go beyond winter as a setting anyway.

Anyway, I'll be working a lot on my game this weekend, and if I feel it's progressed enough, maybe I'll post some teaser screens here when the game's farther along. I might put up some concept artwork I've made too, but for now you'll just have to take all my vagueness and come to your own conclusions.

Thanks for reading - Marty out!