Difference between revisions of "Game-Maker"
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[[File:GMboxfront.png|thumb|250px|Recreatonal Software Designs' Game-Maker]] | [[File:GMboxfront.png|thumb|250px|Recreatonal Software Designs' Game-Maker]] | ||
| − | [[Game-Maker]] (AKA RSD Game-Maker, Captain GameMaker, or Create Your Own Games: | + | '''[[Game-Maker]]''' (AKA '''RSD Game-Maker''', '''Captain GameMaker''', or '''Create Your Own Games: GameMaker'''; not to be mistaken for [http://alstaffieri.com/ Al Staffieri Jr.]'s Commodore-based GameMaker, [http://en.wikipedia.org/wiki/Garry_Kitchen Garry Kitchen]'s Mac-based Gamemaker, or [http://en.wikipedia.org/wiki/Mark_Overmars Mark Overmars]' Windows-based Game Maker) is an MS-DOS-based suite of game design tools produced by [[Recreational Software Designs]] and distributed by [[KD Software]] in the early 1990s. In its time, Game-Maker offered a worldwide pre-Web user base its first taste of game development. And for its era, it was darned powerful: [http://en.wikipedia.org/wiki/VGA VGA] graphics, [http://en.wikipedia.org/wiki/Sound_Blaster Sound Blaster] sound, and A [http://en.wikipedia.org/wiki/WYSIWYG WYSIWYG] [http://en.wikipedia.org/wiki/GUI GUI] allowed users to jump right in and design games of nearly unlimited scale. There were some strict technical and conceptual limitations, but in the midst of the [[Shareware]] boom there was little else of the kind — and booting up [[Map Maker]] sure beat breaking out ''[http://en.wikipedia.org/wiki/Lode_Runner Lode Runner]'' for the hundredth time, plus the graph paper and pencil to record your levels. |
Game-Maker was distributed in the US, UK, and Korea. In some markets it was published by the Canadian company Microforum. Domestically, KD Software handled direct sales. | Game-Maker was distributed in the US, UK, and Korea. In some markets it was published by the Canadian company Microforum. Domestically, KD Software handled direct sales. | ||
Revision as of 19:34, 3 January 2012
Game-Maker (AKA RSD Game-Maker, Captain GameMaker, or Create Your Own Games: GameMaker; not to be mistaken for Al Staffieri Jr.'s Commodore-based GameMaker, Garry Kitchen's Mac-based Gamemaker, or Mark Overmars' Windows-based Game Maker) is an MS-DOS-based suite of game design tools produced by Recreational Software Designs and distributed by KD Software in the early 1990s. In its time, Game-Maker offered a worldwide pre-Web user base its first taste of game development. And for its era, it was darned powerful: VGA graphics, Sound Blaster sound, and A WYSIWYG GUI allowed users to jump right in and design games of nearly unlimited scale. There were some strict technical and conceptual limitations, but in the midst of the Shareware boom there was little else of the kind — and booting up Map Maker sure beat breaking out Lode Runner for the hundredth time, plus the graph paper and pencil to record your levels.
Game-Maker was distributed in the US, UK, and Korea. In some markets it was published by the Canadian company Microforum. Domestically, KD Software handled direct sales.
Contents
History
Game Maker was first released in 1991. Over the years and several versions, Game-Maker grew more sophisticated and polished. The bugs were minimized. It began to support Sound Blaster cards, and .fli animations. It became possible to build bigger, more complex games, and to truss up your old games with nicer wrappers. The final release was version 3.0, which went out on CD — a major, impressive move at the time -- in late 1994.
After that final release, RSD kind of dissolved. From what I recall, the brothers went off to college. Which in retrospect would suggest that they developed Game-Maker and held down its development cycle while still in high school themselves. Maybe I’m misremembering; they might have been undergrads. The way I remember it, they stopped development when they went off to school, leaving their father to see the business off. Last I heard, they still intended to develop Game-Maker during breaks. I guess that never happened, though. And today, despite the once-thriving design community, you can hardly find a thing about the program. There isn’t even a Wikipedia entry, whereas there is an individual Wiki page for each of Johnny Depp’s toes. [citation needed]
Version history
Stuff was gradually added. Sound Blaster support, most significantly. .FLI support. Transitions between levels. Intro became more elaborate. More media was supported on all the menu items. The menu backgrounds became clear. The config menu was added. All the tools became a little beveled and prettier to look at. Monster and Character collisions were adjusted. At some point it was changed so only the clear bits of monsters and the clear bits of characters counted against each other. At some point it came so that monsters could add to a character's stats instead of just injure a character, opening up the door for contact pick-up items. I think more blocks were allowed in a single .CBL or .MBL file. I think animations got a bit longer. Scrolling was constantly being tweaked. Lots of little tweaks; a few huge changes and additions.
Version 1.0 released c1991
Version 1.05 released February, 1993
Additions and improvements:
- Addition of CMF Music
- Addition of monster death sounds
- Addition of "Glide" gravity settings
- Special counter improvements (cannot decrease past zero)
- Addition of Auto Repeat/Once-per-Keystroke character sequences
- Improved collision for taller characters
- More organized default palette
- Improved visual user interface (Block Designer, Map Maker)
- Improved error messages
- Addition of control over scrolling direction
- Throttled screen scrolling speed
- Addition of joystick toggling
- Improved SVGA support
- Improved Windows 3.1 support
Version 1.05b released c1993
Version 2.0 released August 10, 1993
Version 2.02 released December 5, 1993
Version 3.0 released c1994
Structure
The program consists of two basic elements: the Game-Maker package itself, which consists of a bunch of design utilities tied together with a text mode wrapper, and the actual executable file that functions as the actual “game”, which calls upon user-specified graphical and sound and design elements to give itself a face. The package also includes with a wealth of demo material, most of it designed by the lead programmer and his brother; some of it public domain material, gathered from who-knows-where. the tools.
In retrospect it's kind of brilliant; from the program’s perspective all of the important information that makes a game unique — visuals, sound, controls, rules, design, structure — is simple window dressing, to call in and process like so many documents. And design is nearly that easy.
Palette Designer
- See: Palette Designer
Block Designer
- See: Block Designer
Monster Maker
- See: Monster Maker
Map Maker
- See: Map Maker
Character Maker
- See: Character Maker
Graphics Image Reader
Sound Designer
- See: Sound Designer
Integrator
- See: Integrator
Xferplay
- See: Xferplay
Limitations
What may have killed Game-Maker in the end was a certain lack of flexibility to the main program on which all the resources hinged. Although by the final release the scrolling had improved tremendously, the screen’s tracking of on-screen avatars was always strange at best. The character never quite stayed centered; the screen would move in fits and jerks. Sprites flickered and disappeared at the edges of screen, and had real problems with collision.
By 1995, several features also began to sting for their absence. The only supported music format was weird and proprietary; there was no custom music editor, and it was difficult to convert anything to the required format. The inventory system was very limited, as was control mapping. If you wanted to allow a character to jump up, left, and right, you had to assign each animation a different key. Characters and monsters could only be of a certain size, and the interaction amongst all in-game elements was never quite flexible enough.
There were other issues of professionalism and tidiness. Every Game-Maker game had essentially the same title menu, with the same options in the same typeface. Also, rather than archiving and compressing content, the exporting tool merely dumped resource files into a directory, for end users and hackers to pick over at will. If you had a written epilogue in a text file, it simply copied the text file into the target directory, for anyone to read.
Still, even the big problems and omissions are tiny compared to the improvements that Game-Maker had seen over its short history. And even in its final form — heck, even in its earliest forms — Game-Maker was a welcoming, powerful, and rather brilliant design tool, well deserving a place in indie game history.
Links
- RSD GameMaker (EoaSM)
- My RSD Game-Maker Years (Bilou HomeBrew)
- Mazeguy.net
- RSD Game-Maker (autofish.net)
- The Original Game-Maker (DIYGamer)
- Demu entry
- Game-Maker (Personal Computer Museum)
Downloads
- Full Game-Maker 3.0 Demo Package (6.9 MB)
- Game-Maker 3.0 Demonstration Software (870.6 kB)
- Game-Maker 3.0 Slideshow + Peach the Lobster (1.3 MB)
- Game-Maker 2.0 Slideshow + A-J's Quest (443.5 kB)