Practice Platformer in Gamemaker Studio 2 – Conclusion and beyond…

Where do I even begin with this one? Quite a few changes, tutorials all finished, many post-tutorial changes…so many things I can’t even remember them all off the top of my head. Let’s just start at the beginning and go from there.

Final changes in the last parts of the tutorial series

  • Added an ending scene
  • Added horizontal and vertical gun recoil, but didn’t like how the horizontal recoil felt so just left in the vertical which ended up turning into a cool gun-boosted high jump ability
  • Added new and improved effect for bullets hitting walls
  • Proper fullscreen mode
  • Tightened up various little things like sign reading and animation flipping for when you’re looking one way and firing/moving another way

That was about all there was left of the tutorials, but I wanted to fix up a lot of things on my own before making this post. Primarily, the situations with the gun/gun pickups and the controls were a huge mess. The tutorial series was very helpful and I’m grateful, but man, there’s some big cleaning up to do on these fronts. The way the guns had been setup was that you had no gun by default and had to get one by picking it up. Sounds cool, but this meant that every time you died you’d lose your gun and if there wasn’t another gun pickup available in the room you were in, well, that’s it the game’s pretty much broken and over. You could try to work around this by turning back on the old system that would give you a gun automatically on every subsequent room, but with the gun pickup this now resulted in you having multiple gun instances spawning on top of each other. It was a tangled mess and the whole system had to be reworked. Now it’s back to you having your same default gun at all times and the pickups now give you a 3-way shot, which you lose if you die, but you’ll respawn with your basic gun again at least.

As for the controls, I don’t know what he was thinking. There was keyboard/mouse controls for all gameplay, controller support added for most gameplay controls, but not all for some reason.  Keyboard support for the menu, but no controller support, and it would use the arrow keys instead of the WASD for movement like the gameplay did. Sign reading controls went from right mouse button to the W key, which still left no way to read signs on the controller. There were also mouse controls with an invisible cursor for the menu and those would lock you out of the keyboard/controller menu controls when used. Lot of cleaning up to do there, but it’s mostly all sorted out now. Only problem left is the lack of thumbstick control on the menu, which is a pain in the ass to set up apparently (but I’ll get it in there someday). Menu control with the controller has to be done with the D-Pad for now.

Ah, what else?

  • Changed some level design elements a bit
  • Did a little work on the ending to add a weird little final scene to it
  • Added in a brief credits sequence and disclaimer sequence in the beginning
  • Added a little mouse pointer that appears if you’re using mouse/keyboard so you can have a better feel for aiming in that mode
  • Added a cheap little boss fight at the end just to add a dash of finality to it
  • Also added music just to see how that worked and what it would be like. These are original loops that I cut and edited from some crappy old songs I did a long, long time ago (but they did have a few good bits to use). Probably not quite the way the music direction will go in the future, but it’ll do for placeholder purposes. Probably some other small changes I’m forgetting too.

The biggest changes are probably: I decided that I’m going to continue working on this project and turn it into an actual game. This project is now named GOREVOIDa name I was pretty surprised to found not taken by anything else. I think it has an appropriately retro/extreme sound to it and is pretty fitting for the theme of the game.

You can find future information about GOREVOID at the new GOREVOID.COM, along with a download link for the GOREVOID PROTOTYPE DEMO if you’d like to try this thing out for yourself.

Also, surprise, I figured I should probably go ahead and attach my real name to this for copyright purposes so…now you know. No reason to be Richenbaum anymore I guess. Oh well!

You probably won’t be hearing a whole lot more from me here anymore. Major updates will be announced at GOREVOID.COM and will probably be pretty infrequent as the process of turning this into a real, full-fledged game is probably going to take a few years. So…seeya there I guess.