Tag Archives: Multi

Multi

Platform: Windows | Time: 3 weeks |  RolesProgrammerGame Designer – Artist – Sound Designer | Team Size: 1

Introduction: Multi is a game built on Game Maker for Windows using Game Makers scripting language. Players control a character who traverses a series of levels in a platformer style game play.

Design Goal: The primary ‘design goal’ with this project was to further my design skills whilst practicing level and mechanic design.

Design Challenges:

  • Creating levels that were interesting to play with the mechanics I created.
  • Difficulty design.
  • Teaching players how to play.
  • Audio which included, character, and environment sound design.

My Contributions:

  • Programmed the code of the game (adapting some freely available physics code). I completely designed the game.
  • Made the majority of art assets (character art and animation taken from a game maker tutorial)
  • Collected audio that suited the game play from free sources (credits bundled with Multi).
  • Conducted play testing with younger audiences which I believed would be interested in the game.

Download:

Follow the link below to download a .zip file containing the game. When the download is complete, unzip the file then have a look the read-me and, then run the .exe file to play the game.

 Download Multi!

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Game Maker – Wall Walking System

For my last game Multi I implemented a system which allowed for my game character to walk on and jump from walls based on collision handling from an article in the SoulHow Assistance Guides. I thought I’d share that Wall Walking System with you.

Assuming:

  • You have familiarity with writing code in Game Maker.
  • You have a basic understanding of writing simple physics code in Game Maker.
  • Your environments gravity pull objects downwards.
  • That you have handled cases where your character can move on horizontal surfaces

The following Wall Walking System allows a character to walk in a variety of different situations that I’ll illustrate and refer to using the following diagram.

Wall-Cases
Wall Cases

On completing this short guide your should have a better idea on how to have your character walk in the following cases:

  • Green Case – Left, Right on Horizontal Surfaces
  • Blue Case – Up and Down Completely Vertical Left Walls
  • Red Case – Up and Down Completely Vertical Right Walls
  • Purple Case – Left and Right on Vertical Ceiling Walls

In addition your character will also be able to jump up, down, right and left in the Green, Purple, Blue, and Red Cases respectively.

A caveat of this Wall Walking System is that it will not work in the corner cases highlighted by the orange lines due to not specifically handling the effect of the assumed environments gravity. Now on to the system!

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Game Maker – Dynamic Teleport

When searching for a teleport system in Game Maker, I often find the following  suggestion. When object A collides with object B at position (x,y) change object A’s position to (x_new,y_new). This works perfectly if you require a fixed position teleport system.

Though, what if you wanted (given any character position) to be able to teleport to a location that is not pre-defined. A dynamic teleport. What do you do? I asked myself this, and here’s a simple solution that I used for my puzzle platformer Multi.

multi-title-screen

First lets define a few terms and variables:

  • Ideal Teleport – A teleport  which results in the character being where you most want in a regular scenario.
  • Teleport – A boolean variable that determines whether the character can teleport or not. It is reset with the use of an alarm.
  • Teledist – A fixed integer that determines the position change of the ideal teleport. I used the value 96 pixels.
  • Par_solid – The fundamental solid object of my game (I did not use Game Makers solid variable, this article explain why.

It also helps to know  the basics of Game Maker Language’s (GML), and how one of its functions place_meeting works. If not I suggest you check out this great post in the Game Maker forums by Torigara.

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