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Been a while. Here's a taste of what's cooking.
- Feldschlacht IV
- 11/30/2017 03:51 AM
- 5758 views
Very WIP, but take a look, graphical mock courtesy of JosephSeraph showcasing what's possible in GM. More to come.
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author=zDS
Looking super good! Did you change game engines or was it always that?
It's GM (Game Maker) now!
It's not as 'ready-made' as RPG Maker is, but I wouldn't say it's a lot harder to use. You do have to learn some code, but when the program touts that you can 'make a game really quickly!' it's not kidding; the code is easy enough to wrap your head around that you really can whip something up in short order.
It goes without saying that GM is orders of magnitude more powerful and customizable than RM though. As you guys will soon see in the future, the difference between Chronology on RM and Chronology on GM is absolutely unreal.
Not bagging on RM though; it's a great program and I wouldn't be here today without it!
It goes without saying that GM is orders of magnitude more powerful and customizable than RM though. As you guys will soon see in the future, the difference between Chronology on RM and Chronology on GM is absolutely unreal.
Not bagging on RM though; it's a great program and I wouldn't be here today without it!
I've been eyeing GM for a long time, have fiddled with a little (and you're right, it's not that hard), but I have no idea how to get to a retro-Square game out of it.
Without revealing any trade secrets you might not be comfortable with sharing, any suggestions how I might educate myself to get there?
Without revealing any trade secrets you might not be comfortable with sharing, any suggestions how I might educate myself to get there?
You using Studio 2? The new tile and room editor features seem like they'd be useful for an RPG.
And yeah, gotta agree that GM isn't really that hard to use, just occasionally really dumb. In a lot of ways I've found coding things in GM easier than trying to hack it with RM events or mess with/overwrite the default Ruby code. Though, I can't say I really know how well GM works in the long run for data-heavy games, given the limitations of its Data Structure features, but if you've got a battle system going then I guess you've figured something out.
And yeah, gotta agree that GM isn't really that hard to use, just occasionally really dumb. In a lot of ways I've found coding things in GM easier than trying to hack it with RM events or mess with/overwrite the default Ruby code. Though, I can't say I really know how well GM works in the long run for data-heavy games, given the limitations of its Data Structure features, but if you've got a battle system going then I guess you've figured something out.
Keep in mind that this is a mockup (courtesy of JosephSeraph!) but its indicative of what GM is capable of. Actual footage will be coming shortly when everything comes together.
Tutorials, practice, and you can always reverse engineer packs of systems from the official site. But tutorials are HUGELY helpful! Udemy has some really neat tutorials!
author=nemo
Without revealing any trade secrets you might not be comfortable with sharing, any suggestions how I might educate myself to get there?
Tutorials, practice, and you can always reverse engineer packs of systems from the official site. But tutorials are HUGELY helpful! Udemy has some really neat tutorials!
author=Feldschlacht IVauthor=zDSIt's GM (Game Maker) now!
Looking super good! Did you change game engines or was it always that?
going full Shut up and jam gaiden, I see.
There is parts of me that are sweating due to this image, that shouldn't sweat.
Like, my hands. Super sweaty. I need to play this. ♥
Like, my hands. Super sweaty. I need to play this. ♥
the weird kinda-horz-stretched font bothers me, especially since it doesn't match joser's beautiful lower-res art. this mockup hud also makes the eye travel far too much -- just put the commands next to the hp info. bars would also be appreciated since you don't seem to want to show maximums (although you have plenty of room, even vertically, to shove them in).
"name" column header also seems dumb to me but that's just a personal thing. work on the hud and this'll be great
"name" column header also seems dumb to me but that's just a personal thing. work on the hud and this'll be great
You read my mind Craze; those mirror a lot of the things that we were thinking with the HUD as well (particular things such as the font (specifically not the final font) and HP/MP bars), and some additional information and flair is going to be in the final product as well. Good eye!
Don't worry; the UI right now is very alpha!
Don't worry; the UI right now is very alpha!
I swear, if you go through all this effort to make this amazingly polished and tuned, and the first thing I see on my skill list is plain ol "Deals fire damage" I'mma be under your bed.
(for srs tho. don't neglect your gameplay for the presentation alone!)
(for srs tho. don't neglect your gameplay for the presentation alone!)
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