Difference between revisions of "Top 5 Game-Maker Wishlist"
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==Responses== | ==Responses== | ||
− | + | ===EJR Tairne/[[A-J Games]]:=== | |
# 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). | # 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). | ||
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: 6. I always wanted customizable in-game text fields. RPGs and adventure games are somewhat tricker without dialog. | : 6. I always wanted customizable in-game text fields. RPGs and adventure games are somewhat tricker without dialog. | ||
− | + | ===[[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. | : 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. | ||
Line 25: | Line 25: | ||
: 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. | : 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. | : 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]]=== | |
# The ability to construct multi-tile non-player sprites | # The ability to construct multi-tile non-player sprites | ||
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# Lite scripting functionality that allows tiles to listen for particular events, and respond with an action. | # Lite scripting functionality that allows tiles to listen for particular events, and respond with an action. | ||
− | + | ===Sylvain Martin/[[PPP Team]]=== | |
# Editable music, | # Editable music, | ||
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# hitpoints for monsters. | # hitpoints for monsters. | ||
− | + | ===[[CarsonCity314]]=== | |
: If Game-Maker had been updated, there are several features I'd have wanted: | : If Game-Maker had been updated, there are several features I'd have wanted: |
Revision as of 14:47, 8 December 2010
The question: If Game-Maker were to have received one last update, what are the top five features or fixes you would ask for?
Contents
Responses
EJR Tairne/A-J Games:
- 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).
- Grant monsters the same abilities as characters (optionally affected by, and affect, BBL properties; HP and special counters; different sizes; different animations; ability to birth other monsters).
- Fixed scrolling (several options: keep centered, auto-scroll, screen-by-screen).
- Improved music support (MIDI, .MOD).
- On-screen stats (with some options about what to display, where, and how).
Just below the cut:
- 6. I always wanted customizable in-game text fields. RPGs and adventure games are somewhat tricker without dialog.
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
- The ability to construct multi-tile non-player sprites
- The ability to print text to the screen, and define when and where it would appear
- The ability to assign hit point values to non-player sprites
- The ability to define a player HUD with tweakable parameters such as health bar, currency/points earned, inventory item selected, etc.
- Lite scripting functionality that allows tiles to listen for particular events, and respond with an action.
Sylvain Martin/PPP Team
- Editable music,
- separate background (at least 1 parallax layer) and
- clipping of monsters when they approach borders are the definite things I think that will lack forever. Then, I would put
- gravity-sensible monsters and possibly
- hitpoints for monsters.
CarsonCity314
- If Game-Maker had been updated, there are several features I'd have wanted:
- A set of options for screen scrolling so creators could better choose where they wanted their character to be on the screen.
- Better collision behavior with solid monsters (so that they would be more solid than bouncy)
- A better state system for characters, so you can have branching behavior trees (eg. when on the ground, the keys have these effects; when in the air, the keys have these other effects). 6 and 7 are related to this.
- More options for enemy movement, so you wouldn't need to have monsters die and get replaced to change movement behavior.
- A buffer area for off-screen animated tiles, so you wouldn't be left with artifacts
Below the cut:
- 6. Standing animations for different character facings.
- 7. Some options between "no momentum" and "momentum" for character movement, and some options between "gravity" and "no gravity." I was somehow never successful at replicating jumping behavior from other 2d games like Commander Keen (jumping was either too stiff or permitted multi-jumping.
- 8. I'd also have liked a way for monsters to interact with map tiles, but I gather that would have required very substantive changes. This would be #1 or #2 otherwise.
Stats
- ******* Improved monsters (size, properties, abilities, behaviors)
- ** Improved music (format support and/or editor)
- ** Customizable HUD
- ** Some kind of optional scripting functionality
- ** Improved scrolling
- ** Improved idle sequences/state system
- ** Fix edge-of-screen problems (monsters, animations)
- * In-game text field support
- * Improved multimedia support (large video or audio clips)
- * Multiple background layers (scrolling or transparency)
- * Improved monster collision ("bounciness")