New Game Maker game!

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Serlan
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New Game Maker game!

Post by Serlan » Sun Jan 23, 2011 7:56 pm

Its called: Wonderland Fangame! Here its the first picture:[/img]
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Wonderland Fangame Picture 1.png
The game
Wonderland Fangame Picture 1.png (136.72 KiB) Viewed 2675 times
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StinkerSquad01
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Post by StinkerSquad01 » Sun Jan 23, 2011 8:06 pm

Cool, but you arent allower to take textures from the actual game.
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Serlan
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Post by Serlan » Sun Jan 23, 2011 8:18 pm

StinkerSquad01 wrote:Cool, but you arent allower to take textures from the actual game.
So, I can do it?
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StinkerSquad01
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Post by StinkerSquad01 » Sun Jan 23, 2011 8:26 pm

Yes, if you change the textures, the flowers and stinky are fine, but not the rest.
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StinkerSquad01
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Post by StinkerSquad01 » Sun Jan 23, 2011 8:27 pm

The waters ok!!! Please merge this post.
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Serlan
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Post by Serlan » Sun Jan 23, 2011 8:31 pm

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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dlcs18
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Post by dlcs18 » Sun Jan 23, 2011 8:35 pm

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) :wink:

Hopefully you'll find that these are reasonable (and not too restrictive) requests.
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boywhoflies
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Re: New Game Maker game!

Post by boywhoflies » Sun Jan 23, 2011 8:50 pm

Serlan wrote:Its called: Wonderland Fangame! [/img]
Lol, I worked on a game by that name once. It didn't get far since my 3D was mested up. :lol:
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DEEMAN223344
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Post by DEEMAN223344 » Sun Jan 23, 2011 9:59 pm

Yes, I'm working on a fangame called DEEPARAEVILAMAN in wonderland:
The only thing that may not be allowed is that JDL was ignorant enough to add RTW textures in his .gmk, and the fact that you can throw shoes at boxes and enemies. :lol:
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Guppy Star
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Post by Guppy Star » Mon Jan 24, 2011 10:01 am

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

2. How do you make start, load, save in game start

3. How to make something float on water?

4. About teleport and transport?
HAPPY TO HELP!!!

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Serlan
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Post by Serlan » Mon Jan 24, 2011 12:50 pm

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
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Guppy Star
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Post by Guppy Star » Mon Jan 24, 2011 2:41 pm

I don't have maze tutorial, can anyone upload it to me?
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StinkerSquad01
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Post by StinkerSquad01 » Mon Jan 24, 2011 7:12 pm

You download it from the site.
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Post by maxnick » Mon Jan 24, 2011 8:30 pm

Guppy Star wrote:I don't have maze tutorial, can anyone upload it to me?
[url = http://www.yoyogames.com/downloads/tutorials/maze.zip]Click here.[/url]
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Post by maxnick » Mon Jan 24, 2011 8:31 pm

Whoops, lets try that again: :lol:

Click here.
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Post by boywhoflies » Mon Jan 24, 2011 9:30 pm

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.
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jozsefkoma
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Post by jozsefkoma » Mon Jan 24, 2011 9:32 pm

Can I make a save and load option for you?
I think that I can make it with separated saves for different players.
(Send it in a PM)
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boywhoflies
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Post by boywhoflies » Mon Jan 24, 2011 9:33 pm

Serlan wrote:Boywhoflies: You said How do I make player in game maker move only one step in each direction? Each tile = 32 x 32
Well no, I knew it for about 4-6 months now. :lol: But thats anyway!
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DEEMAN223344
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Post by DEEMAN223344 » Tue Jan 25, 2011 12:37 am

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&#58; <no parent>
Mask&#58; <same as sprite>

Mouse Event for Left Pressed&#58;
load the game from the file Ducksave

Code: Select all

Information about object&#58; Play

Sprite&#58; sprite176
Solid&#58; false
Visible&#58; true
Depth&#58; 0
Persistent&#58; false
Parent&#58; <no parent>
Mask&#58; <same as sprite>

Mouse Event for Left Pressed&#58;
go to next room with transition effect <no effect>
play sound quack; looping&#58; false

Code: Select all

Information about object&#58; D

Sprite&#58; sprite66
Solid&#58; false
Visible&#58; true
Depth&#58; 0
Persistent&#58; false
Parent&#58; HQ1
Mask&#58; <same as sprite>

Create Event&#58;
save the game in the file Ducksave
set variable SPIN to 0
set the score to 2

Alarm Event for alarm 0&#58;
start moving in directions 000010000 with speed set to 0

 Step Event&#58;
COMMENT&#58; Check whether in the air
if relative position &#40;0,1&#41; 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&#58; Limit the vertical speed
if vspeed is larger than 12
      set the vertical speed to 12

Collision Event with object blockHQ&#58;
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&#58;
go to room room13 with transition effect <no effect>

Collision Event with object object57&#58;
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&#58;
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&#58;
move in direction direction at most 12 till a contact with solid objects
set the vertical speed to 0

Collision Event with object object72&#58;
set the number of lives relative to -1
display message&#58; You got eaten!
load the game from the file Ducksave
set variable SPIN to 0

Collision Event with object Coins go here&#58;
if the player does say yes to the question&#58; Insert Coin?
      if next room exists
            go to next room with transition effect <no effect>
            stop sound Boss Battle
            play sound sound9; looping&#58; true
      else
            display message&#58; you win
      end the game

Collision Event with object object88&#58;
if the player does say yes to the question&#58; Insert Coin?
      display message&#58; you win
      end the game

Collision Event with object object149&#58;
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&#58;
if relative position &#40;0,1&#41; gives a collision with Only solid objects
      if relative position &#40;0,-1&#41; is collision free for Only solid objects
      set the vertical speed to -15
      exit this event

Collision Event with object Free&#58;
if the player does say yes to the question&#58; Unlock part of its soul?
      play sound sound14; looping&#58; true
      go to next room with transition effect Blend

Collision Event with object object165&#58;
if next room exists
      display message&#58; 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&#58; true
      go to next room with transition effect <no effect>
else
      display message&#58; you win
      end the game

Collision Event with object object183&#58;
if next room exists
      display message&#58; 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&#58; true
      go to next room with transition effect <no effect>
else
      display message&#58; you win
      end the game

Collision Event with object object200&#58;
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&#58;
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&#58;
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&#58;
if relative position &#40;0,-1&#41; 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&#58;
start moving in directions 000010000 with speed set to 0
      set the vertical speed to 12
      exit this event

Keyboard Event for <End> Key&#58;
start moving in directions 000010000 with speed set to 0

Keyboard Event for <Left> Key&#58;
set the sprite to man with subimage 0 and speed 1
if relative position &#40;-8,0&#41; is collision free for Only solid objects
      jump relative to position &#40;-8,0&#41;
set the score to 1

Keyboard Event for <Up> Key&#58;
if relative position &#40;0,1&#41; gives a collision with Only solid objects
      if relative position &#40;0,-1&#41; is collision free for Only solid objects
      set the vertical speed to -10
      exit this event

Keyboard Event for <Right> Key&#58;
set the sprite to sprite66 with subimage 0 and speed 1
if relative position &#40;8,0&#41; is collision free for Only solid objects
      jump relative to position &#40;8,0&#41;
set the score to 2

Keyboard Event for <Delete> Key&#58;
if relative position &#40;0,-1&#41; 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&#58;
if the player does say yes to the question&#58; Play DEEMAN's remake of SPACEGAME?
      go to room Level with transition effect Blend

Other Event&#58; Game Start&#58;
set the number of lives to 6

Other Event&#58; No More Lives&#58;
go to room room57 with transition effect Interlaced from bottom

Key Press Event for <Enter> Key&#58;
if number of objects Prayer_Allow is Larger than 0
      if number of objects Not_Claydude is Larger than 0
            display message&#58; Dancing Duck focused his energy and danced so much that claydude could see it.
            for all Not_Claydude&#58; change the instance into object CL, yes performing events
      else
            display message&#58; nope.avi you shall not call claydude right now
else
      display message&#58; nope.avi you shall not call claydude right now

Key Press Event for <Shift> Key&#58;
create instance of object object59 at relative position &#40;0,0&#41;

These were taken from AoDD's .gmk.
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Serlan
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Post by Serlan » Tue Jan 25, 2011 1:23 am

Here's the new textures:
Attachments
WF Pic 1.png
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boywhoflies
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Post by boywhoflies » Tue Jan 25, 2011 1:25 am

Looking good! :D
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Serlan
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Post by Serlan » Tue Jan 25, 2011 2:01 am

Another Pic:

Stinky, Loof, Qookie and Peegue.
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WF Pic 2.png
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Serlan
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Post by Serlan » Tue Jan 25, 2011 2:11 am

For me, the characters are funny.
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tyteen4a03
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Post by tyteen4a03 » Tue Jan 25, 2011 4:58 am

They look sort of cute.
and the duck went moo

Beep bloop
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Serlan
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Post by Serlan » Tue Jan 25, 2011 2:25 pm

Questions wrote:I, Question, have 2 Questions :D
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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Post by billy bob » Tue Jan 25, 2011 6:52 pm

In your first picture, the level is impossible.
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Post by maxnick » Tue Jan 25, 2011 11:18 pm

billy bob wrote:In your first picture, the level is impossible.
I think that that level is more to test out the engine.

And I think the brown thing is a box, so it would be possible anyways. :wink:
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DEEMAN223344
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Post by DEEMAN223344 » Tue Jan 25, 2011 11:27 pm

Serlan wrote:
Questions wrote:I, Question, have 2 Questions :D
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?
These are all in the maze tutorial.
As for 3, it should only float on collision with the water object.
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Serlan
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Post by Serlan » Wed Jan 26, 2011 12:48 am

Pic: Main Menu
Attachments
Wonderland Fangame Pic 3.png
Wonderland Fangame Pic 3.png (14.7 KiB) Viewed 2530 times
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Serlan
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Post by Serlan » Wed Jan 26, 2011 12:52 am

billy bob wrote:In your first picture, the level is impossible.
No, its possible, with the box, that brown thing is a Wooden Box
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