after i sorted out the issues i originally had i could finally play my game however the game its self was still extremely simple and didn't have the small features that would make it more intense and claustrophobic to begin i started adding in music using the event object collision to trigger the sound in the game and after a lot of trial and errors to find the perfect sound i started using soundation to try and mix in enough sounds to have a combination of horror and intensity. after i finally found the perfect mix of sounds i turned the solid option on my object and added it to my first levels and it worked perfectly.
after this i still needed one more feature that would help make my game better and that was fog, and to create this i used the variable d3d_set_fog to make the fog appear and used google to get the RGB to get the colour for purple in my game this and the sound's combination gave me the intensity that i needed in my game.
however this is the first time i found two persistent errors that took me till the final version of my game to solve entirely those where the error sound compile errors and the fog turning any screen that went back into 2D upside down and in some cases purple and gray in order to solve these errors i used 2 stages the first solving the sound errors then the fog error.
solving sound errors
when launching the game once in a while you would get a sound conversion error and at first i could ignore this as it still played the sound and didn't effect my game in any way however after a while as my game became bigger the errors became more prominent as along with the combination of small things that i ignored lead to the worst crash i had which i will explain more later on. however in order to solve this problem i had to save every sound file as an mp3 file this is because game-maker doesn't recognize wav as a sound file and ignored can later cause major problems in a game.
solving the fog errors
to solve the fog errors that turned every room that was 2d gray and purple and upside down i had to first create an event where when the player goes to a 2d room the fog will turn off this allowed the player to see the level however it was still upside down and after a few days of trial and error i finally found a forum which helped me by explaining that my projections where missing for the 2d room as seen in the image below.
cam
for the cam it was simple i just needed to add the code d3d_start however i quickly realised that this couldn't work in my game because you can only have one camera at a time, so to solve this i had to work around it.
the monster
finally for the monster i needed to have two events the step event and the draw event, in the step event i used the move option instead of coding as it was simpler to allow the monster to step towards the player at all times, then i made show that its sprite was in 3d and the depth was 20. however for the draw event it was harder as i had to create codes to transform and draw the monster in 3D. finally i added a collision event in the player object to make the player lose health when the monster collides with them and below you can see all of these features put together:
i didn't have any problems whilst doing this other than missing small symbols that led to errors which i quickly solved.
health
to create health for my player i first added a health variable on the create event as "hp" then i went on to the step even to add how fast the health goes down over time and what happens when the health reaches 0. then finally to make sure that the player can see this i turned it white and went on draw GUI to add the codes for the string and what happens when health reaches 0.
main menu
finally for the main menu it was a bit difficult this is because i had to create 8 different sprites in various sizes to get the feature that i wanted where when the player hovers over the words it starts shaking. i did many things to achieve this just in the sprites i added an animation where each word disappears over time in 15 instances then i went on images and selected the invert, blur and gradient fill.
after this long process i created each individual object i started working on the events, the front objects all had the event left mouse release and when this event happens the player goes to a different room but when the mouse is just hovering over the object its creates the effect of distortion as as seen in the video below.
after this i still needed one more feature that would help make my game better and that was fog, and to create this i used the variable d3d_set_fog to make the fog appear and used google to get the RGB to get the colour for purple in my game this and the sound's combination gave me the intensity that i needed in my game.
however this is the first time i found two persistent errors that took me till the final version of my game to solve entirely those where the error sound compile errors and the fog turning any screen that went back into 2D upside down and in some cases purple and gray in order to solve these errors i used 2 stages the first solving the sound errors then the fog error.
solving sound errors
when launching the game once in a while you would get a sound conversion error and at first i could ignore this as it still played the sound and didn't effect my game in any way however after a while as my game became bigger the errors became more prominent as along with the combination of small things that i ignored lead to the worst crash i had which i will explain more later on. however in order to solve this problem i had to save every sound file as an mp3 file this is because game-maker doesn't recognize wav as a sound file and ignored can later cause major problems in a game.
solving the fog errors
to solve the fog errors that turned every room that was 2d gray and purple and upside down i had to first create an event where when the player goes to a 2d room the fog will turn off this allowed the player to see the level however it was still upside down and after a few days of trial and error i finally found a forum which helped me by explaining that my projections where missing for the 2d room as seen in the image below.
the monster
creating the monster was necessary to give more substance to my game, to create this monster i used 3 objects the floor, the monster and the camera for the camera and the floor i didn't need a sprite so i left them as the default object sprite which is a question mark.
floor
in the floor i added the draw event and added another d3d draw event to create it and set the bases of the monster that would be in my game.
cam
for the cam it was simple i just needed to add the code d3d_start however i quickly realised that this couldn't work in my game because you can only have one camera at a time, so to solve this i had to work around it.
the monster
finally for the monster i needed to have two events the step event and the draw event, in the step event i used the move option instead of coding as it was simpler to allow the monster to step towards the player at all times, then i made show that its sprite was in 3d and the depth was 20. however for the draw event it was harder as i had to create codes to transform and draw the monster in 3D. finally i added a collision event in the player object to make the player lose health when the monster collides with them and below you can see all of these features put together:
movement health and main menu
i wanted to advance my movement and since i already had basic movement i made it more simple and crisp by adding a simple code on the press key, the release key and the step event which allowed the player to not have the minor lag when moving.
i didn't have any problems whilst doing this other than missing small symbols that led to errors which i quickly solved.
health
to create health for my player i first added a health variable on the create event as "hp" then i went on to the step even to add how fast the health goes down over time and what happens when the health reaches 0. then finally to make sure that the player can see this i turned it white and went on draw GUI to add the codes for the string and what happens when health reaches 0.
main menu
finally for the main menu it was a bit difficult this is because i had to create 8 different sprites in various sizes to get the feature that i wanted where when the player hovers over the words it starts shaking. i did many things to achieve this just in the sprites i added an animation where each word disappears over time in 15 instances then i went on images and selected the invert, blur and gradient fill.
after this long process i created each individual object i started working on the events, the front objects all had the event left mouse release and when this event happens the player goes to a different room but when the mouse is just hovering over the object its creates the effect of distortion as as seen in the video below.
final thoughts
after i added all the fetures i created with the help of forums like forum.yoyogames.com, classmates like thomas, you-tube videos like game-maker 101 and teachers i have created a dungeon crawler with a lot of elements combined to give it an eerie and intense feeling and a claustrophobic atmosphere.
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