It sounds like Fusion can perform much more advanced tasks than Game Maker while being much easier to work with then. In Game Maker doing that would be possible, but it would require variables and be far more complicated. What you could probably do in a few minutes could take me a few days
I guess I'll look into buying Fusion if I'm going to take it seriously. My version of Game Maker is Studio 1.4 which is older and can no longer even be purchased.
EDIT: That minimap is cool and it's reminding me of Blaster Master along with some other retro games
There are some things Fusion can do very well, and some things it can't. I think most people consider it more limiting than Game Maker but if you know what you're doing and are fine with a bit of extra leg work you can pull off the same stuff, plus some things are much easier (like that rope example).
Ambidextroid wrote: ↑Thu Oct 25, 2018 3:00 am
Another little update, I've added a map screen reminiscent of Ocarina of Time's pause menu and a minimap that expands as you explore.
Gerudo Valley?
But anyways, I like the new additions to the game so far! Hehe, this is somehow reminding me of a Legend of Zelda game (and not just because of the music lol). I should really pick up another one to play soon.
Always be true to yourself. Sigs by Steo and R4Y_ANC3L
Ambidextroid wrote: ↑Thu Oct 25, 2018 1:16 pm
There are some things Fusion can do very well, and some things it can't. I think most people consider it more limiting than Game Maker but if you know what you're doing and are fine with a bit of extra leg work you can pull off the same stuff, plus some things are much easier (like that rope example).
The Jonster wrote: ↑Sat Oct 27, 2018 4:48 pmBut anyways, I like the new additions to the game so far! Hehe, this is somehow reminding me of a Legend of Zelda game (and not just because of the music lol). I should really pick up another one to play soon.
That's good to hear! The original idea for the game was basically a mix between Zelda and a platformer, I'm planning on giving it Zelda-like dungeons where each one is a self-contained Metroidvania style level. It won't be a very long game considering there are only 6 items (and thus only 5 or 6 dungeons) and I'm trying to keep the scope relatively low.
Steo wrote: ↑Sat Oct 27, 2018 9:45 pmInteresting. I guess finding a way around things and passing the boundaries is one of the main things people have to do when making these games.
I'd say that's one of the most fun bits, trying to come up with a solution that works and implementing it in your engine/language. It's contrary to what I'd originally thought which was that coming up with the levels and artwork would be the most fun, when it's actually the bit I find most daunting and challenging.
Thanks! I've also added a few more bits and bobs, and I've tried making a grassy area. Not too happy with the dirt tile at the moment but the blowing grass looks alright.
Edit: I've just noticed a glitch where the maximiser item doesn't show up in the UI
My inventory system is much more convoluted than it needs to be, as is pretty much everything else in this game, but I'm hoping for this to be more of a learning experience than anything. I'm sure I'll learn a lot more from finishing a little game than repeatedly starting over with something bigger.
I haven't checked this thread in awhile, but I see that you're doing really great so far with this game! Particularly I like what you did here with the rotating platforms and the moving background with the chains, nice job! I think at this point you should keep going with this project rather than starting over. I'd like to see how the full game looks when you finish.
Ambidextroid wrote: ↑Thu Nov 08, 2018 8:47 am
Another minor update, I've added rotating platforms as well as some bits of decoration:
Steo wrote: ↑Thu Nov 08, 2018 8:16 pm
That's really cool, the rotating platform looks deadly, it reminds me of that boss on Super Mario World
The 4 rhinos on rotating platforms?
Always be true to yourself. Sigs by Steo and R4Y_ANC3L
Ambidextroid wrote: ↑Sun Nov 11, 2018 4:22 pm
My inventory system is much more convoluted than it needs to be, as is pretty much everything else in this game, but I'm hoping for this to be more of a learning experience than anything. I'm sure I'll learn a lot more from finishing a little game than repeatedly starting over with something bigger.
It's going really well and it has much more advanced features than any of mine ever have. Even when I made Rayman swing on a flying hook, it was done with such a ridiculous code that it would have been random and surely not work properly at times
It should really be like a pendalum, but I wasn't sure how to do that in Game Maker at the time.
But yeah this looks really good and I feel like you'll manage to make a few good games. Even without finishing one, you have already accomplished more than I did
The Jonster wrote: ↑Mon Nov 12, 2018 12:58 amThe 4 rhinos on rotating platforms?
Ah yes, Reznor. I always thought that boss was incredibly weird and out of place, four rhinos on a rotating clump of planks with their name scrawled across the middle... That always seemed totally bizarre to me, even in a game like Mario World.
The funny thing is I remember a time where I couldn't complete that boss before the ground disappeared, because I didn't know you could stand on the platforms