Tech-demo and Source Code!

Posted by Zac1790 on Nov. 6, 2014, 10:04 p.m.

And also a bonus lament about GameMaker:Studio! (caution! This blog is extra meaty with lots of content and divergent paths you may go on)

I'll start with that, then we'll get into the goodies! (are you a bad news first type person or good news first?) So I have 2 apps on the AppStore: CrateHill and Chord Hacker. When iOS8 came out they both reached brick status, at least on any device with iOS8 installed. Spoiler: that's means most iPhones. They crash on startup. I ran into some issues trying to rebuild them for it that are mostly sorted out. CrateHill is on it's way back now, it works, it's just in review at Apple. That usually takes a week the first time and probably like 3 days the second time. Chord Hacker, however, refuses to build… I don't understand the difference. The only thing I can see is that there is a space in the name. And I'm getting an error somewhat related to that but can't seem to fix it by changing the name. The frustration that comes with having to build a game on a mac through a windows machine is horrible. It makes me want to run to Unity and never look back. However, I will look back. If I was Lot's wife and GameMaker was Sodom and Gomorrah, I would be a pillar of salt. Thump.

Anyway, I wanted to show off the stuff that I managed to build in Unity before deciding to switch to GameMaker in the middle of the competition. Even with the deadline extension I'm glad I switched, though the resulting game, if finished would have been so awesome.

TechDemo of The Buddy System

If you're interested in having a look at the source code for Neighbors, originally titled Empty Neighbor, well, you can! Here ya go! Neighbors Source

To have the font display correctly when running that you'll need to install this font or choose another for the fnt_handwritten resource: http://www.dafont.com/daniel.font?l[]=10&l[]=1

And yeahh… it's messy. There is minor use of inheritance, but it's mostly overridden anyway :/ I used GameMaker's room editor beyond what it's usually used for. Walls are tweaked and rotated by editing the image_yscale and image_angle/rotation values on the objects tab of the room editor. A late glitch I found causing everything to turn white after an autosave had only one easy solution: grab texture id's for every texture every single step. So that got way messier than necessary a couple days ago.

Cheers to you guys, and Scary4Digits!

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