Difference between revisions of "Game-Maker"
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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] | 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] | ||
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| + | ==Improvements== | ||
| + | Stuff was gradually added. Sound Blaster support, most significantly. .FLI support. The menu backgrounds became clear. Intro became more elaborate. More media was supported on all the menu items. The config menu was added. All the tools became a little beveled and prettier to look at. Monster and Character collisions were adjusted. Scrolling was constantly being tweaked. Lots of little tweaks; a few huge changes and additions. | ||
==Structure== | ==Structure== | ||
Revision as of 07:41, 12 June 2010
Recreational Software Designs’ Game-Maker is a boxed design suite from the early 1990s. In its time, it offered aspiring pre-Web designers worldwide their first taste of game development. And for its era, it was darned powerful: VGA graphics, Sound Blaster sound, infinitely huge games. There were some strict limitations and quirks, but at the time there wasn’t much else like it — and it sure beat breaking out Lode Runner for the hundredth time, plus the graph paper and pencil to record your levels.
Contents
History
Game Maker was first released around 1992. 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. I believe the final release was version 3.0, which went out on CD — a major, impressive move at the time. This was around 1995 or 1996.
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]
Improvements
Stuff was gradually added. Sound Blaster support, most significantly. .FLI support. The menu backgrounds became clear. Intro became more elaborate. More media was supported on all the menu items. The config menu was added. All the tools became a little beveled and prettier to look at. Monster and Character collisions were adjusted. Scrolling was constantly being tweaked. Lots of little tweaks; a few huge changes and additions.
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
.PAL format
Block Designer
.BBL, .MBL, .CBL formats
Monster Maker
.MON format
Map Maker
.MAP format
Character Maker
.CHR format
Graphics Image Reader
Very picky about .GIF input. Outputs .BBL and .PAL files. (Maybe .CBL and .MBL, too?)
Sound Designer
.SND format. Also incorporates .VOC, though you need to produce those on your own. Nothing for composing .CMF files either, which is a larger problem.
Integrator
Let’s say you have two maps, Map1 and Map2. In your .GAM file you can click twice to plop down two boxes. In the first box, select your first map file; select a tile set; select a monster, character, and sound set. Define an entry and an exit point on the map. Do similarly for box 2.
Then you can draw a line from the game's title menu to the first box, a line from the first box to the second box, and a probably a line from the second box to your “game over” sequence, if any. Click on the starting point, and add a title graphic or animation; change the text at will. Do similarly for the ending point. And then export.
There’s your game. Simple, but functional. The title menu leads to the entry point in Map1; the exit to Map1 leads to the entry to Map2; the exit to Map2 leads to the game over screen.
Xferplay
Each game consists of a copy of the main program file, which contains all of the essential code. To distinguish one game from the next, the program calls on a .GAM file, in which the user will have compiled all of his content with Integrator.
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 bounding boxes.
By 1996, 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. I kept suggesting they add .MOD or .S3M support, though by then I think the brothers had other life concerns. I also kept asking for text fields. If the games could have supported dialog and exposition, there was a whole extra level of complexity just waiting.
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.