Introducing Qube, the little square shaped hero in this game. He is a happy little fellow. Happy, that is, until someone kidnaps his girlfriend. Help him return her to her home, utilizing his various abilities, avoiding and squishing enemies in the game that is safe for all ages.
Travel through over 30 level of various terrain, fighting and avoiding enemies, all to rescue Lola and her yellow bow, complete with 5 bosses and several cutscenes! 5 beautifully tiled worlds with looping background music and plenty of enemies make this game a treat to play.
I've seen a few "Tiny" platformers, tiniest this, and tiniest that. The thing it, the people make them small, but not complex; hence, the full-feature miniaturized adventure platformer, Pixelworld.
Your goal: Escape. How? Find the exit, though you will need to gather all 4 powerups (run, swim, high-jump, and fly) to do it.
This game features acceleration movement, moving platforms, spring blocks, spring platforms, reverse-gravity blocks, swimming, motions trails (find the unlock), mirrored levels (find it in a special room), and a nice checkpoint system.
Gameplay is non-linear, feel free to roam the little world of about 20 rooms; it will last you a little while.
Best of all, it is opensource! Feel free to learn, or use. Just give a little in return and point people this way.
VerTech is a vertex-manipulation application designed to do many things - it currently supports many functions, and there are plans to implement multiple frames, animation, and maybe even saving as a gm6 primitives script!
There is much planned for the next version, which should be out soon!
Features of v0_8 - Multiple additions to the menu, as well as more information have been added. A minor bug in the polygon creation has been fixed. Chain creation has been added, as well as web connection, web breaking, group connection, and a few other minor fixes. The basic connection action has been changed, it is single node connection, with the previous method hving been changed to group connection.
Features of v0.9
A new save system has been implemented, you can now save single frame files as a *.vtk file. *.vtk files are also loadable, and plans are being made for merging *.vtk files. Minor adjustments made to the menu.
* NEW Features of v1.0
Saving as a multi-frame *.vpj project file is now possible, with many new actions for frame controls. You can add, insert,delete,and duplicate frames. You can also export *.gml script files of your creation and load them into Gamemaker v6.x unregistered and use them. Exporting GML scripts is single-frame only. Plans for movie-script-exports are up ahead. More buttons, a frame indicator, and other minor things.
Also, you mave save a screenshot by clicking the button, also available under the file-menu. You can also save previews!
It all starts when 3 kids playing with a bow and arrow ally shoot the King in the head with a very (un)lucky shot. The King, who lives, suspects that this "assassination attempt" has to do with the upcoming chess tournament, which is very, very soon.
Driven mad by the arrow piercing his head, the King sends his faithful servant, Simmons, out to find who is responsible.
This demo includes 2 levels, 1 cutscene, 6 bows (switch with 'F'), 6 arrows (switch with right-click or 'E'), ziplines, handholds, falling crates, and much more.
If your bow and arrows dissapear, it is because you have hit 'Q' - press it again to bring them out again - will be used in a future mission.
Here is a nice, simple, efficient way to make a swinging pendulum object.
Using fulcrum distance, angles, and other things, this script/method allows you to make objects like chandeleirs and giant razor-sharp swinging axes swing realistically about a central point.
Useful if you want to make a game with some sort of grapple-hook.
If you want to have some sort of let-go add something like this:
"On keypress "Let-Go Key"
speed=point_distance(x, y, xprevious, yprevious);
direction=point_direction(x, y, xprevious, yprevious);
instance_change(normalObject, false);
This is the Ninjine, my custom Ninja Engine. Use it for whatever you like; just tell me when you do use it.
This engine supports:
Slanted terrain
Wall-Jumping
Wall-Sliding
Punching
Kicking
Leap-Kicking
Use of weapons
Shurikens (Reusable) Grappel Hook (My own SwingEngine)
and general ninja fun
Controls are of a style
Left-Right = Move
Up=jump
Z=kick / wallkick (when wall-sliding) / leapkick (in air)
X=punch / use weapon
C=throw shuriken
V=GrappelHook - - Hold V to aim, release to shoot, Z cancels and lets go of the rope, aim with arrow keys
WallSliding - hold direction to the wall, press Z to wallkick
An old tutorial I made quite a while ago for someone, it was very basic, only having selecting in a box, and auto deselecting when I started a new selection.
Well, I revived it, dusted it off, and spruced it up, adding team selection (ctrl 0-9), addition selection (shift to add new selections to the current), and team addition selection (combo of the above 2)
It works like a charm, and I hope you find it useful.
This example shows 2 things - how to make realistic car skidding physics, and how to make skidmarks
The physics part is based on the fact that a car has the tendency to swing it's direction to the axis it is pointing along. This is because of the grip of the tires, and the fact that the rolling friction only reduces friction along that axis.
The faster the car goes, the less the car can turn per distance traveled - and as you get slow, the car turns easier. When you get going fast enough, the car will start to slide, and will point a direction other than that of the axis the car is pointing along. Depending on the speed, the car's direction will orient itself along that axis once more. If the car keeps turning, the direction can never catch up and orient itself correctly, and thus you have skidding.
The skidmarks work by drawing a trianglelist using a ds_list as a data feed. Each separate tread is kept in it's own ds_list per skid. The ds_list keeps 3 variables - x,y,and angle, and reads them off for the skidmark.
Updated
For you non-registered people, I have done the impossible - I created my very own unregistered-primitives script just for this! and ported over image angle to an image index thing of a rotated sprite!
I also created alpha removal, so now, if you want, the skidmarks disappear slowly! And 2 executables are also included!
Until now, primitives have been a registered-only function.
And so I bring you u-primitives - functions that do the exact same thing as the draw_primitive functions, just as quickly, and with the exact same output!
For the unregistered user in need of primitives!
People with registered, please don't say "But I can already draw primitives", because unregistered people can't.
A (hopefully) straightforward approach to 3D lava that not only flows, but also changes according to the angle that you look. Low CPU usage, and yields a nice effect.
Utilizes UVMapping, animating a texture, d3d transparency, basic camera movement.
Small Update I've fixed the stereoscopic effect by changing about 3 lines of code >_> So quit yer yammerin'
*I reserve the right to delete stupid and irrelevant comments =D