#Gamemaker Studio 2
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itsjesscapade · 2 months ago
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Oh, right, it's Screenshot Saturday! I guess that's a good excuse to show off my prototype progress. Check it out!
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IMMUNE.SYS is a vertical shmup starring an antivirus pilot named Leuko. You must defeat and cure the 8 Surveyors of Novia, who have been infected with a terrible virus that has caused them to go rogue! Between missions, you can get to know them to increase the strength of their weapon. Maybe you can even... smooch them??
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telecollision · 1 year ago
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DEMO OUT NOW
Hey! It's finally out! Come check out the TeleCollision demo on steam and itch!! I'm so excited to share it with everyone!
Steam - http://tinyurl.com/2z76scdb
Itch.io - http://tinyurl.com/xrrxfy8
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vikintor · 1 year ago
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Platformer prototype
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I'm trying to learn how to make a more smooth platformer this time. Just a study, no plans on finishing it.
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itsthepumpkinpatch · 4 months ago
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Blue Province Weekly Update
Welcome Back to my weekly blog about my indie game!
This week I completed almost all of the npc stuff in Blue Province for day 3 and day 4. The story for day 3 is complete, and I worked on day 4's story as well. This means that day 3 is mostly complete, and that my focus will primarily be on day 4 now!
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I also made a new expression for Maple, which I absolutely love the outcome of!!
Farewell! See you all next Sunday!
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bake-makes-games · 5 days ago
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I've been working on this game for awhile and managed to keep going even though I got every stuck on enemies changing lanes after spawn. I really appreciate my friends for helping me not quit making the game <3
Things I've overcome so far:
Spawning in waves
Upgrade shop
Power ups
Multiple enemy types
Music and sfx that are not broken or ear sandpaper(I did not make them)
Camera shake(this has been the bane of my existence since the dawn of time aka when vlambeer talked about game juice forever ago)
Things on my list:
New player and enemy arts
better bkg art
more enemies
Balancing the shop
better UI
other things I cannot think of
Thanks for reading this! if you have any thoughts or questions I'd be happy to answer them in the comments
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addicted2coke-theothercoke · 10 months ago
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Fellas, I broke Gamemaker Studios
(Ignore the audio, it's meant to be there, I just don't have the snow tiles on)
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aidenlastname-interloper · 25 days ago
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Interloper Devlog #0 - March 2025
I wanted to make this post to kinda get anyone who's interested up to speed on the current (as of March 17th 2025) status of the game.
A bit of preamble here to make a few terms clear.
I will be using 2 terms throughout this. Scripting, and Coding.
Scripting will refer to visual scripting such as drag and drop or spreadsheet scripting. Coding will refer to the traditional kind of coding where each line is typed out individually. While i firmly believe both are coding just in different forms, making this distinction will be helpful later on in the post.
I initially started this project on the game engine GDevelop which uses scripting. I've been using GDevelop for about 2 years if the 3 months of 2025 are included so I've gotten fairly good at it. I've never really been able to code until recently so i didn't have many options for game engines to learn, but GDevelop being regularly updated with a decent community was perfect for me.
I started development around the beginning of March maybe late February, and it was going fairly well.
I got dialogue working
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A good modular menu system
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Saves
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Even a little arcade game
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But I quickly faced a problem that I've had with GDevelop many times before. I became completely overwhelmed! Not by the scope of the project or any feature i didn't know how to script, just by how big the scripting was.
The scripting page just becomes so long so quickly and it becomes tiring to look through. Now there is a decent remedy for this in GDevelop called "External Events" which let you split scripts into their own little segments. While this is good it only helps for so long, eventually you'll have some huge External Event (in my experience).
I figured I'd just deal with it and kept going, until I on a whim decided to try out Game Maker Studio 2. I had never been able to code before so I figured I would just poke around and give up like the many attempts at trying to code before.
But I didn't! I actually picked up GML (Game Makers coding language) very quickly. After only 1 tutorial (and half of one that I didn't really pay attention to) I was quickly able to make a little dialogue system that would not only display text but also show the corresponding face and emotion!
So after a bit of tinkering with coding in a 'test' project I decided I shouldn't waste this opportunity and went all in on Game Maker. I quickly made a new project and set up movement and interaction, I remade the dialogue system from the first 'test' project and even managed to give it scrolling text. I made a nice modular menu system and room transitions (with fading!)
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So to recap the current state of the game:
Working dialogue
Modular menu system (Easy menu making)
Room Transitions
Player Movement with collisions
As a bit of clarity this blog will be almost exclusively about Interloper with the exceptions being when my personal life cause changes with development. Such as PC troubles, moving, etc. etc.
Along with small posts here and there about art or music for the game I hope to make one of these at least every other month (although monthly is the goal). So if you're interested then the end of each month would be the best time to check here.
Finally so I can end this post, I will be moving within the next few weeks and thus won't be able to work on the game or post any substantial updates (quite the way to open a blog like this) I should have everything set up by the end of March / Early April. I am still aiming for a Devlog by the end of April assuming nothing goes wrong such as my PC breaking during transport.
Have a wonderful day!
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mizukidevlog · 10 months ago
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Devlog 37
Well, this has been a bit of a hectic week.
I wasn't able to make nearly as much progress as I was hoping to, but oh well, that's game development sometimes.
I did code something that I'm really proud of though... Screen Transitions!
A lot of games have a simple fade in/out transition, but I wanted to do something more interesting than that. The result is this nice transition where rectangles fill in the screen from top to bottom!
The best part about the whole transition system is that it is pretty customizable too! You can do it with circles, make everything a different color, or change it to go from left to right. Lots of possibilities here. If you're interested in adding something like this to your project, I actually made a tutorial video about it. (The video is a lot longer than I meant for it to be though, so sorry about that.)
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I worked on a couple other things, but I'll save those for next week, cause I'm pretty tired right now.
Enjoy the week!
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cosmicbrowniebabe · 1 month ago
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Hi, i'm Peggy! i'm a hobbyist solodev who started learning GameMaker 2 about a year ago after a particularly bad breakdown at work got me prescribed Lexapro. I decided to test how effective it was by starting to learn a skill I've wanted for at least a decade.
Only finished project I have is a little Rock - Paper - Scissors simulator that's not up anywhere because I haven't paid for a GMS license yet, but after that I've been working on an adventure RPG called 'A Mousewife's Tail'. It's a game about finding your mouse fiance who's been taken by a starving coyote, and learning about the systems of power that influence every living thing's life. It takes a lot of inspiration from Kingdom Hearts and FFX in terms of the actual battle gameplay, and from top-down Zelda titles for the overworld gameplay.
Scope is a little intense for being my second ever project but I find the work so enjoyable that I'd be doing this regardless if I thought I'd release a project. I think of it like chainmail or crochet, good for keeping my hands and mind busy while being productive, and hopefully having an impressive product in the end! Thanks for stopping to read!
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shad-din · 2 months ago
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Progress
Saw was programmed by a team member, changed it to work with my finite machine and used math for certain conditions for optimization and cleaner code. (The green wall's for testing the knockback)
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itsjesscapade · 2 months ago
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i didn't know that you could rename the instances you place in GameMaker until just now...
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telecollision · 1 year ago
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We are nearing time for the reworked demo to be done, and I couldn't be more excited to share it with everyone! I'm hoping to release it by the end of January!
In the mean time, please enjoy this trailer for the new demo that Daniel made.
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itsthepumpkinpatch · 3 months ago
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Blue Province Weekly Update
Welcome Back to my weekly blog about my indie game!
This week I added a bunch more rooms to the galene caves for the 4th day. At first I wasn't really sure how I would make exploring the caves fun, but I've come up with a few things to make them really interesting. Though I wouldn't want to spoil it!
In addition to that, Sapp is now able to run, and Maple is too.
Here is a clip taken from the 4th day, showing Sapp running on his own, and Sapp running with Maple. Oddly enough, Sapp running was a lot easier to code than Maple running!
Farewell! See you all next Sunday!
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knackeredforever · 1 year ago
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I was trying to make some music for my racing game and I accidently heard the screams of the damned.
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ok so this is going to take some explaining but basically I wanted to add some music for my racing game in gamemaker studio 2 so I made some music in beepbox which I put here LISTEN TO THESE BEFORE WATCHING THE VIDEO:
Ok so then I decided to add these songs to my game and this is what I heard:
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What the fuck
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linuxgamenews · 5 months ago
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Get Ready for ANTONBLAST: A Explosive Action Platformer
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ANTONBLAST action platformer game is gearing up for its fast-paced explosive release on Linux and Windows PC. Developer Summitsphere’s creative genius brings the chaos to life. Due to make its way onto Steam soon. Get ready to unleash chaos because ANTONBLAST, the explosive action platformer by Summitsphere and Joystick Ventures, is coming to Linux (SteamDB). The launch trailer also released during The MIX Fall Showcase. Due to give us a wild taste of the destruction-packed fun headed our way. Mark your calendars for Tuesday, December 3rd, when this chaotic gem lands on Steam. Here’s the scoop: Satan himself (voiced by the legendary Gianni Matragrano from ULTRAKILL) has stolen Dynamite Anton’s cherished collection of sippable Spirits. Why? Apparently, Anton dared to be redder than the devil. Big mistake, because Anton is no ordinary guy — he’s a destruction worker with a Mighty F’n Hammer and a scream button. That’s right; this dude literally screams his way through chaos. In ANTONBLAST, you’ll guide Anton’s fiery red face through a world that’s just as bizarre as it is explosive action. Smash walls, demolish enemies, and tear through levels with pure destructive glee. And if you’re looking for backup, Anton’s coworker Annie joins the fray as a second playable character. She’s just as chaotic, so you’re in for a double dose of mayhem. Oh, and don’t forget Brulo, the disgraced casino owner, who’s along for this wild ride.
ANTONBLAST action in this Final Trailer
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The action doesn’t stop at the main story. You’ll get to test your skills in other modes like Arcade, Time Trial, and Combo Chain. Each one cranks up the challenge and rewards you for keeping that destructive momentum going. Summitsphere’s team has been hard at work for the last three years. All due to make sure ANTONBLAST is the ultimate action platformer. As Tony Grayson, their "Fearless Leader," puts it, “We’ve poured every ounce of redness we have into this game so Anton can be the reddest thing on the planet.” No kidding—they’re even jokingly asking for blood donations! With all the craziness we’ve seen in the trailer, this explosive action game is shaping up to be an absolute blast. If you like fast-paced action, quirky characters, and just pure genuine destruction, you’re not going to want to miss it. So gear up, grab your Mighty F’n Hammer, and get ready to rage when ANTONBLAST launches into action on December 3rd via Steam. Coming to Linux and Windows PC.
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ndsicartridges · 5 months ago
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project ive been working on that i dont think ive shown here yet
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