Showing posts with label game maker 7. Show all posts
Showing posts with label game maker 7. Show all posts

Wednesday, April 1, 2009

First Release

yay...I have my first game up for show in public. It isn't very good so please, no negative comments. It contains bleeding/dead circles. Click here to download
Also, I have recieved an email from some random who invited me to his website to look at his art! his  first paragraph states: 

Hi! I'm a contemporary visual artist.I had your email address from google blog while browsing through member's profile.And I thought that you might enjoy art!

he also included a picture of one his pieces, and invited me to his website at www.soojungcho.com



Tuesday, March 3, 2009

I Don't buy games, i make them

Well actually i do buy games but as some people in our class might already know, i make them as well. The quality isn't very good but it isn't a piece of cake, or pie. to prove this i have dispalyed the ai (artificial intelligence) script. I was going to include a vid but i need to compress the size, so i will edit this post tomoro and the vid will be there ;)


ar nearest_enemy, nearest_cover, nearest_bullet, safe_x, safe_y, sped, dir, bb;

if instance_exists(argument0) && instance_exists(argument1) {

nearest_enemy=instance_nearest(x,y,argument0)
nearest_cover=instance_nearest(x,y,argument1)
nearest_bullet=instance_nearest(x,y,argument2)
dir=point_direction(x,y,nearest_cover.x,nearest_cover.y)
safe_x=nearest_cover.x+lengthdir_x(distance_to_object(nearest_cover)+64,dir)
safe_y=nearest_cover.y+lengthdir_y(distance_to_object(nearest_cover)+64,dir)
sped=(argument4+argument5/(1+(1+distance_to_object(nearest_enemy)/70)))+(distance_to_point(safe_x,safe_y)/70)
can_shoot-=1
if speed>argument5 speed=argument5
if collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,1,1)
mode=1

if !collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,1,1) && distance_to_object(nearest_cover)>10
mode=0

if mode=1{
if argument7=1
point_direction(x,y,nearest_enemy.x,nearest_enemy.y)
if collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,1,1){
if point_distance(nearest_enemy.x,nearest_enemy.y,shootx,shooty)>90
or (x!=sx && y!=sy)
mp_potential_step(nearest_enemy.x,nearest_enemy.y,argument4,0)
if distance_to_object(nearest_cover)>10
mp_potential_step(nearest_cover.x,nearest_cover.y,(argument4/2),0)}
else{
shootx=nearest_enemy.x
shooty=nearest_enemy.y
sx=x
sy=y
speed=0

}

if distance_to_object(nearest_bullet) <>
if !collision_line(x,y,nearest_bullet.x,nearest_bullet.y,argument1,1,1)
mp_potential_step(nearest_bullet.x+45,nearest_bullet.y+45,-8,0)}
if can_shoot<1
{if x=sx && y=sy{
bb=instance_create(x,y,argument3)
bb.direction=point_direction(x,y,(shootx-((speed+4)*10)+random((((speed+4*2))*10))),shooty)}
if !collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,1,1)
can_shoot=argument6
else
can_shoot=(argument6*3)}}

if mode=0{
if !collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,1,1)
mp_potential_step(safe_x,safe_y,sped,0)
else
speed=0
if distance_to_object(nearest_enemy)<100{
if can_shoot<1
{if !collision_line(x,y,nearest_enemy.x,nearest_enemy.y,argument1,1,1){{
bb=instance_create(x,y,argument3)
bb.direction=point_direction(x,y,(nearest_enemy.x-(speed*20)+random((speed*40))),nearest_enemy.y)}
if argument7=1
point_direction(x,y,nearest_enemy.x,nearest_enemy.y)}
can_shoot=argument6}
}
else{if argument7=1
point_direction(x,y,safe_x,safe_y)
}}
}


the language is fairly easy but its complicated to put it all together with working objects in some srtrange way. it sounds a bit geeky but its fun until i get bored, then i lay off for a month, then i resume creating games.

Quote of today: Teehee -The sherrrrrifff