Difference between revisions of "Top 5 Game-Maker Wishlist"

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: 1) The ability to construct multi-tile non-player sprites
 
: 1) The ability to construct multi-tile non-player sprites
: 2) The ability to print text to the screen, and define when and where
+
: 2) The ability to print text to the screen, and define when and where it would appear
it would appear
 
 
: 3) The ability to assign hit point values to non-player sprites
 
: 3) The ability to assign hit point values to non-player sprites
: 4) The ability to define a player HUD with tweakable parameters such
+
: 4) The ability to define a player HUD with tweakable parameters such as health bar, currency/points earned, inventory item selected, etc.
as health bar, currency/points earned, inventory item selected, etc.
+
: 5) Lite scripting functionality that allows tiles to listen for particular events, and respond with an action.
: 5) Lite scripting functionality that allows tiles to listen for
 
particular events, and respond with an action.
 
  
 
[[Category:Experimental pages]]
 
[[Category:Experimental pages]]

Revision as of 12:38, 8 December 2010

TENTATIVE AREA


The question: If Game-Maker were to have received one last update, what are the top five features or fixes you would ask for?

EJR Tairne/A-J Games:

1) Fixed idle sequences (maybe a choice of five idle sequences, A-E, with A being overall default; on completion, any animation sequence can be set to default to any of the five idle sequences).
2) Grant monsters the same abilities as characters (optionally affected by, and affect, BBL properties; different sizes; different animations; ability to birth other monsters).
3) Fixed scrolling (several options: keep centered, auto-scroll, screen-by-screen).
4) Improved music support (MIDI, .MOD).
5) On-screen stats (with some options about what to display, where, and how).

Matthew Groves:

I probably would have answered differently 15 years ago, but I think a scripting language (a custom language like with ZZT or even something like Lua) would have been very handy, and would have resulted in a larger variety of game types.
If you had asked me when I was 15, I would have probably said that I wanted to make a CD-ROM sized game, so the ability to include and use large assets like voice tracks, background music, video, etc.

Josh Turcotte:

I don't really even know anymore, it's been so long since I had any interaction with it; certainly larger creature sprites would have been nice, but I remember nothing more.

James W. Morris

1) The ability to construct multi-tile non-player sprites
2) The ability to print text to the screen, and define when and where it would appear
3) The ability to assign hit point values to non-player sprites
4) The ability to define a player HUD with tweakable parameters such as health bar, currency/points earned, inventory item selected, etc.
5) Lite scripting functionality that allows tiles to listen for particular events, and respond with an action.