New Game Maker game!
Moderators: ~xpr'd~, tyteen4a03, Stinky, Emerald141, Qloof234, jdl
New Game Maker game!
Its called: Wonderland Fangame! Here its the first picture:[/img]
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- The game
- Wonderland Fangame Picture 1.png (136.72 KiB) Viewed 2675 times
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- StinkerSquad01
- Rainbow AllStar
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So, I can do it?StinkerSquad01 wrote:Cool, but you arent allower to take textures from the actual game.
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- StinkerSquad01
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- StinkerSquad01
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Okay, but I'll not make the game, I'm already making a game, sorry but I'll continue on when I have ready my game, like in 2012 or further.
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There was another person a long time ago who was gonna make a fangame and asked for permission. MS gave him permission but with a few rules:
Midnight Synergy wrote:I have no problem with you making a Wonderland fangame, as long as a few rules are followed:
a) no 'official' (and hence copyrighted) material is used (official graphics, sound fx, music, copies of gameplay mechanics)
b) the game is not distributed other than on this forum or on a wonderland fan site (e.g. mette's site)
c) the title screen includes the remark that the game is not "official" and hence Midnight Syngery has no responsibility for its content.
d) the spirit of the game doesn't deviate too far from the official Wonderland games (e.g. a violent shoot-em-up where Stinky and Loof battle hordes of Zombies would not be ok)
Hopefully you'll find that these are reasonable (and not too restrictive) requests.
dlcs18
- boywhoflies
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Re: New Game Maker game!
Lol, I worked on a game by that name once. It didn't get far since my 3D was mested up.Serlan wrote:Its called: Wonderland Fangame! [/img]
- DEEMAN223344
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- Guppy Star
- Rainbow Master
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Boywhoflies: You said How do I make player in game maker move only one step in each direction? Each tile = 32 x 32
On the "Maze" Tutorial, here's a link to yoyogames.com:
http://www.yoyogames.com
On the "Maze" Tutorial, here's a link to yoyogames.com:
http://www.yoyogames.com
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- Guppy Star
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- StinkerSquad01
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[url = http://www.yoyogames.com/downloads/tutorials/maze.zip]Click here.[/url]Guppy Star wrote:I don't have maze tutorial, can anyone upload it to me?
Uijt jt nz tjhobuvsf.
- boywhoflies
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Guppy Star wrote:Questions of wonderland in GMK8 pro- please answer
1. How do I make player in game maker move only one step in each direction? Each tile = 32 x 32
Make a path in each direction that goes 32 pixls each. In the event for each direction, check if you are on the grid 32 x 32 and that the same possison does not have a wall there before letting it move you in the accourding path.
2. How do you make start, load, save in game start
Have a object with the "game start" event load the game, and nothing else(no other events or actions). I never tried this but it will hopefully work. Make shure you give the player a save feature!
3. How to make something float on water?
That object, on the collison event with the water, turn it into a object with the same sprite that does nothing after checking that it is on grid.
4. About teleport
Set the x and y to wherever you want to go. It you want to go to another teleporter its (name of other teleporter here).(x or y here depending on wich you are setting).
and transport?
Collison for Stinky with the transport, turn into a object that looks like the transporter with stinky on it and destroy the transporter(if on grid). Each arrow key would set you in the direction you press in(check grid first), and set speeed to 0 and snap to grid 32 x 32 when you hit a floor. Before you move, check if there is a floor there. If so, turn back into stinky and make a transporter normaly, if not just do the movements said above.
- jozsefkoma
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- boywhoflies
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- DEEMAN223344
- Rainbow MegaStar
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Guppy Star wrote:
2. How do you make start, load, save in game start
/quote]
These may help:Code: Select all
Information about object: Load Sprite: sprite177 Solid: false Visible: true Depth: 0 Persistent: false Parent: <no parent> Mask: <same as sprite> Mouse Event for Left Pressed: load the game from the file Ducksave
Code: Select all
Information about object: Play Sprite: sprite176 Solid: false Visible: true Depth: 0 Persistent: false Parent: <no parent> Mask: <same as sprite> Mouse Event for Left Pressed: go to next room with transition effect <no effect> play sound quack; looping: false
These were taken from AoDD's .gmk.Code: Select all
Information about object: D Sprite: sprite66 Solid: false Visible: true Depth: 0 Persistent: false Parent: HQ1 Mask: <same as sprite> Create Event: save the game in the file Ducksave set variable SPIN to 0 set the score to 2 Alarm Event for alarm 0: start moving in directions 000010000 with speed set to 0 Step Event: COMMENT: Check whether in the air if relative position (0,1) is collision free for Only solid objects set the gravity to 0.5 in direction 270 else set the gravity to 0 in direction 270 COMMENT: Limit the vertical speed if vspeed is larger than 12 set the vertical speed to 12 Collision Event with object blockHQ: move in direction direction at most 12 till a contact with solid objects set the vertical speed to 0 set variable SPIN to 0 if score is equal to 2 set the sprite to sprite66 with subimage 0 and speed 1 else set the sprite to man with subimage 0 and speed 1 Collision Event with object sun: go to room room13 with transition effect <no effect> Collision Event with object object57: move in direction direction at most 12 till a contact with solid objects set the vertical speed to 0 set variable SPIN to 0 if score is equal to 2 set the sprite to sprite66 with subimage 0 and speed 1 else set the sprite to man with subimage 0 and speed 1 Collision Event with object object58: move in direction direction at most 12 till a contact with solid objects set the vertical speed to 0 set variable SPIN to 0 if score is equal to 2 set the sprite to sprite66 with subimage 0 and speed 1 else set the sprite to man with subimage 0 and speed 1 Collision Event with object object69: move in direction direction at most 12 till a contact with solid objects set the vertical speed to 0 Collision Event with object object72: set the number of lives relative to -1 display message: You got eaten! load the game from the file Ducksave set variable SPIN to 0 Collision Event with object Coins go here: if the player does say yes to the question: Insert Coin? if next room exists go to next room with transition effect <no effect> stop sound Boss Battle play sound sound9; looping: true else display message: you win end the game Collision Event with object object88: if the player does say yes to the question: Insert Coin? display message: you win end the game Collision Event with object object149: move in direction direction at most 12 till a contact with solid objects set the vertical speed to 0 set variable SPIN to 0 if score is equal to 2 set the sprite to sprite66 with subimage 0 and speed 1 else set the sprite to man with subimage 0 and speed 1 Collision Event with object object158: if relative position (0,1) gives a collision with Only solid objects if relative position (0,-1) is collision free for Only solid objects set the vertical speed to -15 exit this event Collision Event with object Free: if the player does say yes to the question: Unlock part of its soul? play sound sound14; looping: true go to next room with transition effect Blend Collision Event with object object165: if next room exists display message: Hey! Did you think I was evil or something? Oh well, I'll help you get out of here. stop sound sound15 play sound sound16; looping: true go to next room with transition effect <no effect> else display message: you win end the game Collision Event with object object183: if next room exists display message: Hey! Did you think I was evil or something? Oh well, I'll help you get out of here. stop sound sound15 play sound sound16; looping: true go to next room with transition effect <no effect> else display message: you win end the game Collision Event with object object200: move in direction direction at most 12 till a contact with solid objects set the vertical speed to 0 set variable SPIN to 0 if score is equal to 2 set the sprite to sprite66 with subimage 0 and speed 1 else set the sprite to man with subimage 0 and speed 1 Collision Event with object object201: move in direction direction at most 12 till a contact with solid objects set the vertical speed to 0 set variable SPIN to 0 if score is equal to 2 set the sprite to sprite66 with subimage 0 and speed 1 else set the sprite to man with subimage 0 and speed 1 Collision Event with object object204: move in direction direction at most 12 till a contact with solid objects set the vertical speed to 0 set variable SPIN to 0 if score is equal to 2 set the sprite to sprite66 with subimage 0 and speed 1 else set the sprite to man with subimage 0 and speed 1 Keyboard Event for <Ctrl> Key: if relative position (0,-1) is collision free for Only solid objects set the vertical speed to -30 set the sprite to sprite162 with subimage 0 and speed 1 set variable SPIN to 1 exit this event Keyboard Event for <Alt> Key: start moving in directions 000010000 with speed set to 0 set the vertical speed to 12 exit this event Keyboard Event for <End> Key: start moving in directions 000010000 with speed set to 0 Keyboard Event for <Left> Key: set the sprite to man with subimage 0 and speed 1 if relative position (-8,0) is collision free for Only solid objects jump relative to position (-8,0) set the score to 1 Keyboard Event for <Up> Key: if relative position (0,1) gives a collision with Only solid objects if relative position (0,-1) is collision free for Only solid objects set the vertical speed to -10 exit this event Keyboard Event for <Right> Key: set the sprite to sprite66 with subimage 0 and speed 1 if relative position (8,0) is collision free for Only solid objects jump relative to position (8,0) set the score to 2 Keyboard Event for <Delete> Key: if relative position (0,-1) is collision free for Only solid objects set variable dir to 2 set the horizontal speed to 30 else set the horizontal speed to -30 Keyboard Event for S-key Key: if the player does say yes to the question: Play DEEMAN's remake of SPACEGAME? go to room Level with transition effect Blend Other Event: Game Start: set the number of lives to 6 Other Event: No More Lives: go to room room57 with transition effect Interlaced from bottom Key Press Event for <Enter> Key: if number of objects Prayer_Allow is Larger than 0 if number of objects Not_Claydude is Larger than 0 display message: Dancing Duck focused his energy and danced so much that claydude could see it. for all Not_Claydude: change the instance into object CL, yes performing events else display message: nope.avi you shall not call claydude right now else display message: nope.avi you shall not call claydude right now Key Press Event for <Shift> Key: create instance of object object59 at relative position (0,0)
Here's the new textures:
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- WF Pic 1.png (5.88 KiB) Viewed 2583 times
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- boywhoflies
- Rainbow Spirit Chaser
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Another Pic:
Stinky, Loof, Qookie and Peegue.
Stinky, Loof, Qookie and Peegue.
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- WF Pic 2.png (5.17 KiB) Viewed 2576 times
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For me, the characters are funny.
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- tyteen4a03
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Questions wrote:I, Question, have 2 Questions
1- How to make a box move in the direction that have been pushed?
2- How to make a box move exactly cell-by-cell?
3- How to make a floating box float in water but not on the floor?
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- DEEMAN223344
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These are all in the maze tutorial.Serlan wrote:Questions wrote:I, Question, have 2 Questions
1- How to make a box move in the direction that have been pushed?
2- How to make a box move exactly cell-by-cell?
3- How to make a floating box float in water but not on the floor?
As for 3, it should only float on collision with the water object.
Pic: Main Menu
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- Wonderland Fangame Pic 3.png (14.7 KiB) Viewed 2530 times
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