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making a game using game maker

Started by rolando, June 23, 2009, 06:51:33 AM

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rolando

i don't know if this is the right thread if not hopefully the mod will put it in the right section

i would like to make my own super metroid fan game but using game maker because i feel that i would be able to do alot more like adding new bosses and expand the game longer than 2 hours
only thing is that i would need the SM game engine if possible....since im very new to it..

again if i broke the rules im sorry hopefully the mod will move this topic to the right place.

GF_Kennon

The GameMaker technical expertise here is, should we say, not very good, unless someone has been lurking and knows about this, otherwise, i can only tell you from what i done, and that was from the tuts.

with regards to porting the SM engine to GameMaker i would say that would be impossible, as the game was codded in 65c816 assembly language, the PC uses a different assembly language IIRC and its 86x IIRC, though i could be wrong, ether way, it would be imposable to port it over, your best bet is to look at an existing Metroid engine for GameMaker, i know they exist and are out there as i had a few in my hand at one point.

Your best bet is to search farther for stuff on this matter yourself, until someone who is skilled in GameMaker decides to move in and start helping, this place will mostly be geared to ROM hacking.

zephyrtronium

Quote from: GF_Kennon on June 23, 2009, 07:27:33 AMYour best bet is to search farther for stuff on this matter yourself, until someone who is skilled in GameMaker decides to move in and start helping, this place will mostly be geared to ROM hacking.
Your best bet is imo using something other than GM, since the company that licenses it owns everything you make and it's not portable and it doesn't give as much power as you can get from learning a programming language.

As for the SM engine, like James said, you couldn't just take the engine and use it in anything (except for a SNES ROM). Making your own engine may take more work and time, but you get many major advantages by doing so: you'll actually understand everything it does; you can make it as flexible as you want or need; and the experience you get from it will stay with you so that you can make bigger and better things more quickly and easily.

I think this page might also be helpful to you.

GF_Kennon

#3
Quote from: uNsane on June 23, 2009, 03:29:37 PM
Quote from: GF_Kennon on June 23, 2009, 07:27:33 AMYour best bet is to search farther for stuff on this matter yourself, until someone who is skilled in GameMaker decides to move in and start helping, this place will mostly be geared to ROM hacking.
Your best bet is imo using something other than GM, since the company that licenses it owns everything you make and it's not portable and it doesn't give as much power as you can get from learning a programming language.

True, and you have to pay to get better features, i know that there are more better options from GameMaker, like Construct, and Python/PyGame.

With regards to Construct, you can find it here, its an open source game creation program, and is totally free.

Zhs2

Quote from: uNsaneYour best bet is imo using something other than GM, since the company that licenses it owns everything you make and it's not portable and it doesn't give as much power as you can get from learning a programming language.
Hmmm. I could swear it said somewhere that (even if they DO own what you could make) you can make money selling your game if you create it. :o

Also, even if you DO try GameMaker, it never hurts to learn a programming language so that you can understand how GameMaker is working internally while you go step by step making your own game. Helps in the long run for sure. :P

personitis

#5
Quote from: Zhs2Also, even if you DO try GameMaker, it never hurts to learn a programming language so that you can understand how GameMaker is working internally while you go step by step making your own game. Helps in the long run for sure. :P
Yes. This is recommened. I gave GM a try and found it very similar to C++ language. Also, if you're still set on using GM, the below is the best page I ever found for it.

http://www.gmkb.madladdesigns.co.uk/

Phazar

Quote from: person701 on June 24, 2009, 11:01:10 PM
Quote from: uNsaneAlso, even if you DO try GameMaker, it never hurts to learn a programming language so that you can understand how GameMaker is working internally while you go step by step making your own game. Helps in the long run for sure. :P

Ermm...didn't Zhs2 say that?  That quote has the wrong name:

Quote from: Zhs2 on June 23, 2009, 09:07:23 PM
Also, even if you DO try GameMaker, it never hurts to learn a programming language so that you can understand how GameMaker is working internally while you go step by step making your own game. Helps in the long run for sure. :P

personitis

whoa, you're right. :icon_eek:? I don't know what happened there.

rolando

guys thanks for the info and support!

also im using gamemaker 7 lite should i be using gamemaker 6 pro since it might be free?

oh and i have a controller that i use when i play the super metroid hacks keyboard is a pain for me lol
is there an option where i could set up to use the controller instead?

and like unsane said maybe it would be good to use GM because of the programming language.

Zhs2

Quote from: rolando
also im using gamemaker 7 lite should i be using gamemaker 6 pro since it might be free?
Probably not. 7 is the latest version, and you'd get no support for older ones. :(

Quote from: rolandooh and i have a controller that i use when i play the super metroid hacks keyboard is a pain for me lol
is there an option where i could set up to use the controller instead?
ZSNES or SNES9X? Either way, all you have to do is plug in your controller and press the corresponding buttons during key setup on newer Windows OSes.

rolando

well im just asking because i seen on youtube someone making a super metroid game with GM 6 pro and i just downloaded it

i know about the snes9x but i meant when i make the game in GM i would like to make it so you could use a controller and not the keyboard?

Lunaria

Quote from: Zhs2 on June 26, 2009, 11:51:47 PM
Quote from: rolando
also im using gamemaker 7 lite should i be using gamemaker 6 pro since it might be free?
Probably not. 7 is the latest version, and you'd get no support for older ones. :(
6 is the better version as then you own what you make in it.

Zhs2

Ahh. Thanks for clearing that up. :^)

Quote from: rolando
i know about the snes9x but i meant when i make the game in GM i would like to make it so you could use a controller and not the keyboard?
I've played games before that did this, so I know it's possible. Unfortunately, I do not know how. You'll have to figure it out on your own. :nowai:

personitis

#13
Quote from: Crys on June 27, 2009, 07:14:41 AM
Quote from: Zhs2 on June 26, 2009, 11:51:47 PM
Quote from: rolando
also im using gamemaker 7 lite should i be using gamemaker 6 pro since it might be free?
Probably not. 7 is the latest version, and you'd get no support for older ones. :(
6 is the better version as then you own what you make in it.
Yea, this. I'd stick with GM6. Though finding that may be a problem. As for using a controler on a GM game, I'm not sure if you can, but you should be able to.

rolando

question when i copy the sprites from lets say facing to the right would it be better just to flip it to the left so the same movement is just to the left without copying those sprites?


personitis

Quote from: rolando on July 01, 2009, 11:39:51 PM
question when i copy the sprites from lets say facing to the right would it be better just to flip it to the left so the same movement is just to the left without copying those sprites?
In the case that you'd copy Samus, no. If a front view of the sprite isn't symetrical, don't do this. Back to Samus, since her sprite facing right show the arm canon infront of her other arm, if you were to flip the sprite, it'd still be in front making it seem like she's now left handed.

In other words, if it's symetrical, flipping the sprite shouldn't be a prob. If it's asymetrical, don't.

rolando

#16
Quote from: person701 on July 04, 2009, 01:35:51 PM
Quote from: rolando on July 01, 2009, 11:39:51 PM
question when i copy the sprites from lets say facing to the right would it be better just to flip it to the left so the same movement is just to the left without copying those sprites?
In the case that you'd copy Samus, no. If a front view of the sprite isn't symetrical, don't do this. Back to Samus, since her sprite facing right show the arm canon infront of her other arm, if you were to flip the sprite, it'd still be in front making it seem like she's now left handed.

In other words, if it's symetrical, flipping the sprite shouldn't be a prob. If it's asymetrical, don't.
oh ok i see what your saying then maybe i should just copy all the sprites that i see.
also should i make a gif file with each of the movements in lets say when you run right?
perhaps i should program gamemaker 1st so i could use my controller , i seen this on youtube with an unofficial xbox controller.

personitis

Hey, rolando, check this link out. Let's just say it's... GM 6.1 for free.

Google's amazing. :icon_rolleyes:

rolando

#18
Quote from: person701 on July 07, 2009, 02:02:42 AM
Hey, rolando, check this link out. Let's just say it's... GM 6.1 for free.

Google's amazing. :icon_rolleyes:
oh thats the one i got and using now  :icon_biggrin: thanks though.

good news i got the controller working for game maker 6.1 now!! yay!  :grin:

now..the problem is how to program samus to work with the controller because of the different actions she does at a time
like for example jumping,crouching then turning into morphball,and shooting beams,especially wall jumping.
if any of you guys have alittle bit of experience in this department some help would be GRREEAAAT :^_^:

ok i kinda.....kinda got it to work..in a manner of speaking lol you will need a controller...it be great if someone finds out what i did wrong...here's the file..

personitis

You know, it didn't hit me until now... <_<;

You shouldn't have to program the controler into the game. IIRC, going into the control panel (Windows user obviously) one canset the control settings there so there's no need to make a control needed in game.

rolando

i got the super metroid engine and im almost getting the controller thing to work i just have to work out some of the bugs
if anyone has AIM mine is rolando2r