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SlickEvan

The SSMB Game Dev Project Showcase!

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So, I thought of making this topic a while ago but never did. I saw that a couple people were working on fan games, so I figured, why not.

 

This isn't much of a game development forum but I know you guys all like games, so for us here who are making them, would probably love to show you! 

 

So onto the basics of this thread, rules and such:

 

To people posting projects; you must have a screenshot, video, and or music piece to show! (if it's music it must be apart of the game you're making or the team you're in's game) No requests for help unless you you have something to show and even then keep that to a minimum. 

 

When posting screenshots, videos, etc. It must be your own project! Give credit where credit is due and don't post claiming your making a project you're not!

 

If someone gives you negative feedback, don't lash out at them. Think about why they may have those thoughts try to improve. 

 

To people posting critique and feedback: It doesn't have to be positive but keep it nice! If something to you feels wrong with a person's game or you encountered a glitch or just something you don't like, don't be afraid to tell them but don't be rude about it. Lets keep a good vibe.

 

Now because you don't like something doesn't mean it's bad and if the creator feels it's not a problem it's not your place to tell them otherwise, even if it's a glitch or bad design. If it's something thats morally wrong or against the rules, please report them, instead of taking it into your own hands. It makes the topic more enjoyable to read. With that out of the way, I guess I should show my project!...

 

Sonic Reboot:

 

First Development Video, Features Knuckles first gameplay:

 

 

Elemental Shields! 

 

Screenshots!

 

H0zhAIJ.png

 

yT31hNF.png

 

yDRNVOB.png

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For the past last few months I've been becoming an aspiring game programmer and just was wanted to ask: how did you guys start into making these things? I could assume you just cracked open gamemaker or something similar possibly and just started noodling around, maybe reading some FAQs or watching some vids, but regardless it's always an interesting response to me. Went to an open house for a college called AIE here in Seattle for game programming and they just suggested me to start learning Python just to get some basic coding mechanics down, but yeah, just wondering how the regular old jack starts into this stuffs for fun haha.

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For the past last few months I've been becoming an aspiring game programmer and just was wanted to ask: how did you guys start into making these things? I could assume you just cracked open gamemaker or something similar possibly and just started noodling around, maybe reading some FAQs or watching some vids, but regardless it's always an interesting response to me. Went to an open house for a college called AIE here in Seattle for game programming and they just suggested me to start learning Python just to get some basic coding mechanics down, but yeah, just wondering how the regular old jack starts into this stuffs for fun haha.

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So uh, actually started a class that teaches you Unity yesterday :v.

 

Saw this promotion that was 75% off for the course (so it was only a 50 dollar class for lifetime access to the info and resources so wynaut) and dived in today. It's structured much like codeacademy's style with just watching some videos and doing the work as you go along, though this is a little more "dive right into a project" based, and that's something I really enjoy since I learn best that way. Did the first "game" today which was a simple program about the computer guessing a number between 1 and 1000 by simply halving it's choices by whatever you're set on ("is it 500? Higher or lower?" *lower* "Is it 250?"...etc). Didn't even have an interface thing so it was only printing to console, but still learned some basics. Was really neat since I was able to pick it up almost instantly since all the things used were extremely similar to what Python uses.

 

But a little coded out today, so tomorrow we're diving into making a text based "choose you're own adventure" game that hopefully when it's done I can lamely share to you all haha.

 

A little more on the course though, I guess after these two games it's moving on to a Galaga type shooting game, then a brick break game, then a plants vs. zombie clone, and finally 3D pong (the paddle you control with a mouse is semi transparent and the pong ball moves on the z axis kinda deal). Lamely gives you a certificate and whatnot after completing the course, but the main reason I'm wanting to do this other than learning fundamentals is to use for a resume to apply at that AIE college I talked about in my last post. AIE mainly uses Unity so I'll feel like I'll have an edge starting in after this which is awesome.

 

https://www.udemy.com/unitycourse/?utm_content=Unity-319-11+Game+Develop-943762452330486-MGZ9Mr&utm_source=facebook&couponCode=78dfeb5a-58a1-4091-8a56-e43abf2d6105&k_clickid=7bacefd6-c65a-43f6-8269-0ec0d90d461a_51732457&utm_campaign=Unity-3D-Game-Development&utm_term=Unity-3D-Game-Development-Lookalike&utm_medium=udemyads#/(coupon is expired though)

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Probably a shot in the dark here, but I'm using Game Maker, and so far I've got an uber-basic platformer set up (there's enemies, a jump power-up that lasts for five seconds, a title screen and a pause button). However, I'm trying to put in a menu that only shows up when the game is paused, and I'm having difficulty in doing so. I used this tutorial to pause the game, and the other to make the menu:

 

 

 

Any idea on how to modify the two so that the menu shows up when the game is paused and disappears when unpaused?

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For the past last few months I've been becoming an aspiring game programmer and just was wanted to ask: how did you guys start into making these things? I could assume you just cracked open gamemaker or something similar possibly and just started noodling around, maybe reading some FAQs or watching some vids, but regardless it's always an interesting response to me. Went to an open house for a college called AIE here in Seattle for game programming and they just suggested me to start learning Python just to get some basic coding mechanics down, but yeah, just wondering how the regular old jack starts into this stuffs for fun haha.

 

I've always loved Sonic and the mechanics involved and one day stumbled upon the fan game called: Sonic FGX. And since then, I've always wanted to try and make a game. So after some exploring around the web, finding YoYo Games a house of game maker made games, and then the SFGHQ and FGX Insider web forums, I finally decided I wanted to try it out. The barebones version of the engine that the guy had made for Sonic FGX was available on his site and lead me to download Game Maker and view and fiddle about with it. After becoming a member of their forums, I dived head first into Game Maker (even though, I was really bad at it lol) and here I am.

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Any idea on how to modify the two so that the menu shows up when the game is paused and disappears when unpaused?

I've never used Game Maker so I'm not entirely sure this'll work right, but what I'd do is add an instance of the menu object in the pause object's Create event and immediately deactivate it. Then, in the button press event, activate the menu object after the "deactivate all" when pausing, and deactivate it after the "activate all" when unpausing.

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Tried that, and not only did it not bring up the menu, but it also didn't pause the game, effectively just throwing a black screen over everything while the action kept going.

 

This is a common theme I'm running into - whenever I try to create/activate the menu after deactivating everything else, nothing gets deactivated and the menu isn't created/activated. I'm going back to college on Monday and we use GM in one of the classes then, so I can ask my tutor how to deal with it then if I can't get it done earlier.

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I haven't done a pause menu in a very long time but- I think it may go something like this.

 

Upon button press: Set Variable that Pauses to 1 or True -> Deactivate All Instances (Make sure you have the "self" part of the function set to 0 or False) 

 

Have the menu be a part of the pause screen's coding, unless the menu and pause screens are separate like in say, Kingdom Hearts, where in pause is different (even then, you may still want to have all the menu coding in the one object)

 

So example:

if keyboard_check_pressed(vk_enter) && global.pause == false
{
     global.pause = true
     instance_deactivate_all(1)
}

if global.pause == true {

if keyboard_check_pressed(vk_down) {menuSelection += 1}

if keyboard_check_pressed(vk_up) {menuSelection -= 1}
}

if menuSelection == 0 && keyboard_check_pressed(vk_enter) {global.pause = false instance_activate_all}

Now, you probably have variables for the key presses and such. "menuSelection" is a variable you'd have in the create event. Now in the draw event you'd draw a sprite with each sub-image being a selection. So maybe a "continue restart exit" and each sub-image would be a highlighted version of each like the first sub-image would be:

 

continue

 

restart

 

exit

 

and the next would have restart highlighted and so on. and in the draw event, using the function "draw_sprite" you'd have it be: draw_sprite(menu_sprite, menuSelection, x, y) menuSelection is in the sub-image part. Hopefully you understand what I'm saying- I just put this together as I was working on my on game.

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Update!

 

I've been working on a sub project so I can experiment and help strengthen my skills and recently have added water running, water physics, and upgrades!

 

SV9JXaU.png

 

d9IJRal.png

 

Lightdash shoe upgrade graphic: 

 

DUIgcZz.png

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Update!

 

I've been working on a sub project so I can experiment and help strengthen my skills and recently have added water running, water physics, and upgrades!

 

SV9JXaU.png

 

d9IJRal.png

 

Lightdash shoe upgrade graphic: 

 

DUIgcZz.png

Nice.

This topic has been quiet lately.

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