As some parameters are set with the very first room in GM, it may be usefull to initialise some global variables, stuff like screen resolution and views...
It's been told to avoid setting values in the room creation event ; in this case, the game's initialisation room shall not be deleted or changed for no reason, so why not ? Indeed, the ini room skips at the first step to the next one, as some values such as globals were defined before any instance's creation ; The fact is that in order to manage a script the way i made it i MUST declare variables in the room creation event. It looks like this : ////// GAME INITIALISATION (PLACE IN THE VERY FIRST ROOM) (game_ini) //////////////////////////////////////////////////////// global.debug=true // ARE WE STILL PROTOTYPING ? :] YES ALWAYS. global.room_spd=60 //SET GLOBAL GAME SPEED //SPEED: room_speed=global.room_spd ////FIRST OBJECT : MAIN CONTROL if !instance_exists(obj_control) instance_create(view_yview+view_hview-32,view_xview+view_wview-32,obj_control) //GO TO NEXT ROOM: if room_exists(room+1)// GO TO REAL GAME IF NEXT ROOM IS THERE room_goto(room+1)//NEXT ROOM //////And so was KXE first step's code/////. So where to begin ? How did this start ? First i'm French, forgive me if i write poorly. I'll try not.
After some month of Game Maker use, i really did not enjoy the room editor. I wanted to use Autotileset/Autotilegen to make walls tiles and stuff ; i think this stuff is well done and quite usefull ; it can create great workflows with nice autotiles made super quickly (or not). Problem was : i had no visual of it in GM's room editor. Just generic blocks with no tiles as they were assigned in-game. I also wanted to make very small rooms super quickly to make some rogue gameplay by combining them ; i wanted to go fast and avoid the Room Editor, and i thought i could go faster to try new gameplay implementations. As you can see I'm such a programmer as Hitler was an artist (it's some Laibach's quote ditortion sorry) xor such artist as Hitler was programmer, but i really enjoy both (art and code). And i'm a bit obstined. So what was meant to fasten things became something really slowly taking forms, as days passed i tried to stick with my crappy code made half during jam. For every game i make during those jams, coding is very dizzy, hacky, whatever... i'm trying and often learning stuff as i implement them, then delete then do somthing else, forget it... very unorganized. Each time i would be like "should i start again to have a clean project and checkpoints?" and for each jam i started over, and mixed unstable work with fresh new code to have some very unstable/unfinished games at deadline. As my level editor was taking a good shape (at least) with time, my jam games' level design was stuck and did not really evolved. I continued to implement stuff, and make new games but level design was coming back to 0 barely each time i changed too many stuff in my level editor. So i hope to make things clearly, and try a new approach this time. As i've previously made code and art for Deserver, i've a "short scope" on this game ; just make a shmup, submit it to Shmupjam 4 (on GameJolt) as influences are perfect (begining of 90's shmup era) to me. I'll try(once again...)to make a crazy non-sense Parodius parody, and at first the games was meant to stick with some kind of Xenon II look-alike visuals (it had palette of less than 20 colors ) SO TO MAKE THINGS CLEAR : - I've worked on a level editor and games' engines. But they're both mixed and unstable. - As i'm re-building this engine once again, in a more strictly disciplined way this time.I'll try to make something clear, out of a dizzy jamgame : i still want to submit its new version to GJ's #shmupjam, and the deadline may keep me from procrastinating or loosing focus. So I hope. |