. Description Create and explore a procedural galaxy where everything can explode!
Draw and animate your own space ship! Stars, planets, moons, and comets are drawn with textures instead of sprites, allowing for clean lines at any zoom level. This is a complex asset. Customer support is part of the package.
Use the link 'Contact Publisher' to get in touch! Documentation is a work in progress: Scroll down for a link to the demo! Current Features. Draw your own spaceship!.
Procedural galaxies, complete with awesome zoom-out GUI map. Procedural stars, planets, moons, comets, and asteroids with destructible terrain. Procedural Music System (Beta). Procedural space stations!. Epic layered and segmented Shields with distortion effect!. Visibility, Radar, and Cloaking.
Load.csv spreadsheets from excel! Ben C 16 May 2017 confusing/little doc, but helpful develoer This is a large and confusing project. I'm not sure where to begin or how to make use of any of the code. I'd like to accomplish incorporating some of the background visuals like the nebula but upon running the game it has some weird interface where you are drawing and connecting dots. I don't know what this has to do with a space RPG. The documentation is very high level and doesn't tell me much.
I feel like I've wasted the cost of the asset (yes I purchased it some time ago when you were still charging for it) I'm not expecting a refund. It would nice if it was a bit more documented. The developer however responded quickly to my query to give me some pointers. This review was left for a previous version of this asset. Ground Effect Games (Publisher) 30 July 2016 Yes!
The ogalaxy object may be created by itself to spawn a galaxy, so long as all the controller objects have been initialized first (in the control folder). You are the second person to ask, so I will now take a couple days to create an example room for you and future customers. The first room sets up the controllers and the second room contains the galaxy. You could create a galaxy object in the first room if you wait a few seconds for the controllers to start, but I really recommend the two-room approach (the first room is ideal for your main menu or tutorials, etc). The ship creation menu is now activated separately by pressing B. The ship may be spawned regardless of whether you drew something by pressing N. Andreas M 17 March 2015 Good but.
Spaceship Maker Online
Davide m 22 April 2015 Mindblowing! I'm very surprised that nobody has reviewed this engine, yet. I'm surprised cause it's absolutely brilliant, especially how gravity is simulated. The scripts are very well thought and they're commented in a clear way too. I'm having a great time playing with it, and i can't wait for future updates! EDIT: I honestly thought it would have been hard to make this engine better, but the creator managed to make it way better (one of the last features added is procedural music: wow!!!). I would also point out that Ground Effect Games keeps on updating their assets very frequently: there are very few publishers which do that, on the MP, and it's very very important in my opinion.
Thank you so much! This review was left for a previous version of this asset.
I can now show you what my space stealth game is really about! As long as I don’t get spotted like three times in a row right at the start of this video.
Watch that first if you care, if not, here’s the summary. You fly around in a little ship with no weapons, trying to avoid being detected by big, powerful, randomly generated space ships. If you can sneak up on them and stay cool enough to avoid their heat sensors, you can latch onto their airlock, breach it, and climb aboard. Once inside their ship, you’ve got to avoid any armed crew patrolling the corridors and rooms of the ship, and if you can get to the helm and subdue the captain, the ship is disabled. In future, ship systems like guns and thrusters will be in specific rooms of the ship, and you’ll be able to sabotage or control them if you get there. You’ll also be able to fly their ship if you get to the helm.
My plan is that each time you start the game, you’ll be randomly assigned a profession and a target: “You are an assassin. Your target is Tom Francis.” or “You are a shipjacker.
Steal the Dreadnaught Incisor.”. You’d locate your target by boarding ships and hacking their server, which would either give you info on your target’s location, or on which types of ships are likely to have that info. If you’re interested If you want to be told when it comes out, or when I’m looking for testers, get on. I only use this for very rarely for major news like the above, it’s mainly a way to ensure you don’t miss anything big. For more regular shots and dev diary videos and stuff, you can follow it on Twitter.
I've done a bit of searching because I thought this topic was on the old GMC but alas- I've been working with GM for a long time but still am pretty garbage when it comes to programming (including drag and drop). All I want to know is how to add acceleration to the player's movement. So that once you hold down 'right,' the player starts accelerating right, and once you release right, the player slows down and stops, similar to the movement in Super Mario Bros. Or Super Mario Bros. I've tried doing this on my own but I have issues with collision and with moving in the opposite direction. EDIT: Another thing is I'm looking to do that style of 'jumping' where holding down space causes you to jump higher (at a non static rate), meaning that I want to be able to tap space to do a small jump, hold space to do a high jump, and be able to release space at any time to do a low-medium-high jump.
Is there an easy way of implementing this? I've tried a couple of things, between keep gravity lower when space is held or adding to the vspeed when the key is held down but both of those ended up being pretty wonky and it feels like there's another solution. As stated earlier, I'm complete garbage when it comes to programming, so please be patient and try to explain things as you would to a beginner. I know that's a lot to ask but I'm just trying to learn, thanks.
Click to expand.Hey, thanks for this, it helped a lot. That works for me! I do have another question, though it is entirely unrelated to this thread and so I can post it elsewhere if the mods just want to close this down: I'm looking to do that style of 'jumping' where holding down space causes you to jump higher (at a non static rate), meaning that I want to be able to tap space to do a small jump, hold space to do a high jump, and be able to release space at any time to do a low-medium-high jump. Windows 7 starter iso download chip. Is there an easy way of implementing this?
I've tried a couple of things, between keep gravity lower when space is held or adding to the vspeed when the key is held down but both of those ended up being pretty wonky and it feels like there's another solution. Dbz buu fury download. Hey, thanks for this, it helped a lot. That works for me!
I do have another question, though it is entirely unrelated to this thread and so I can post it elsewhere if the mods just want to close this down: I'm looking to do that style of 'jumping' where holding down space causes you to jump higher (at a non static rate), meaning that I want to be able to tap space to do a small jump, hold space to do a high jump, and be able to release space at any time to do a low-medium-high jump. Is there an easy way of implementing this? I've tried a couple of things, between keep gravity lower when space is held or adding to the vspeed when the key is held down but both of those ended up being pretty wonky and it feels like there's another solution.
V1.99.548 / 11 May 2017; 7 months ago ( 2017-05-11) Written in Available in GameMaker Studio (formerly Animo until 1999, Game Maker until 2011, GameMaker until 2012, and GameMaker: Studio until 2017) is a created by in the. GameMaker accommodates the creation of and multi-genre using action sequences or a scripting language known as Game Maker Language, which can be used to develop more advanced games that could not be created just by using the drag and drop features. GameMaker was designed to allow novice to be able to make computer games without much programming knowledge by use of these actions.
Contents. History Originally titled Animo, the program was first released in 1999, and began as a program for creating 2D animations. The name was later changed to GameMaker, lacking a space to avoid conflicts with the 1991 software. Design GameMaker primarily runs games that use, allowing the use of limited. GameMaker is designed to allow its users to easily develop without having to learn a complex such as or through its proprietary system.
These icons represent actions that would occur in a game, such as movement, basic drawing, and simple control structures. It is also possible to create custom 'action libraries' using the Library Maker. Game Maker Language (GML) is the primary interpreted used in GameMaker, which is usually significantly slower than compiled languages such as. GameMaker accommodates redistribution on multiple platforms. The program builds for these platforms:, and. However, a Windows desktop computer with system requirements equal to that of the game produced is required in order to develop the games along with a broadband internet connection.
Reverse engineering Several versions of the software made easy by packing resource data to the end of the executable with no encryption or internal. A was released specifically for decompiling games distributed with the early iOS runner. Obfuscation programs were later developed and released to deter hackers from extracting the game resources from executable files built with the program. The latest version of the software, GM: Studio, makes it harder to decompile games given its compiled nature and it has built in obfuscation.
Digital rights management. Screenshot showing the DRM image In late 2012 and early 2013, YoYo Games released a version of their new Studio IDE for cross-platform development that would import games and destroy all of the image type resources for some legitimate purchasers of the software by superimposing a pirate symbol on top of the image. This was due to a fault in their software implementation which they use as a method of combating infringing copies of the software. YoYoGames publicly stated they would remove the DRM at a later point in time, but that other less-invasive DRM techniques would remain. Download 2014. Reception The program currently holds a rating of 8.4/10 on based on 196 user reviews; many cite its flexibility and ease of use as positives and instability, crashes, project corruption and outdated features as negatives. Douglas Clements of Indie Game Magazine wrote that the program 'simplifies and streamlines game development' and is 'easy for beginners yet powerful enough to grow as you develop', though noting that 'resource objects have to be gathered if unable to create' and that licensing between and the YoYo Games website is 'convoluted'.