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2 | WELCOME

CONTENTS
FEATURES
3 COMMUNITY NEWS / TEAM GMTECH
4 MORAL CHOICES
6 ENHANCING GAME PLAY THROUGH CUT SCENES
9 GM IN SCHOOLS
12 IDENTITY AND THE PLAYER / AVATAR RELATIONSHIP
15 SURFACES EXPLAINED
17 USING DATA STRUCTURES (PART TWO)
WELCOME READERS! ——————————————————————
REVIEWS
O ur first issue of the year
received some fantastic
feedback from you, so thank
between monthly and bi-monthly
releases, so expect an issue
every couple of months. Just over
19 A DAY IN THE LIFE OF BOB
you all for that. This is our two months after issue 15, we 21 DUO WARFARE
second issue of the year and have some great content that
22 ASTATINE
based off some of your you should be interested in, such
feedback we hope that we as a 5 page interview with Kelle 23 GMTECH HIDDEN GEMS
have further improved the Santiago and John Edwards from
——————————————————————
quality. 'thatgamecompany' on page 25.
An article on how Cut Scenes can EXTRAS
We have continued with the improve your games, a feature
25 INTERVIEW WITH: THATGAMECOMPANY [EXCLUSIVE]
same landscape layout that was on GM IN SCHOOLS and a
positively received, however we fascinating feature on Identity 31 GM CLASSICS - HOVER TANK 3D
did make a few tweaks to it in and the Player / Avatar
33 WORTH A LOOK - GM HIGHSCORES
order to make it just that little bit Relationship.
better. We are always happy to 34 CLOSING
react to any comments and That is all from me, post your
suggestions that you have, so opinions in the usual ways or
just email them in. even email us at
gmtech.magazine@gmail.com.
It has become apparent that we
seem to regularly switch Enjoy the issue.
gamez93 (GMTech Owner)
WWW.GAMEMAKERTECH.INFO ISSUE 16 - JUNE 2009
33 || WELCOME
WELCOME
TEAM GMTECH
COMMUNITY NEWS
A quick round up of all things Game Maker
Editors
Game Maker Blog 500th Blog and work has been in full swing. Just over a gamez93
month after it came to life voting has been
In the two years since its launch in April
taking place and a decision has been made
Timoi
2007 Game Maker Blog has regularly been
updated with news on anything from GM on the main plot line for the game.
Programming of the game looks set to come
publications to interesting GMC topics. It has
to life in the next few months.
Writers
established itself at the heart of the Game
Maker world. Now the Game Maker news site MnemonicPunk
has made its 500th blog post. Phil Gamble GMTV and GMVision Mike Alfus
owns and operates the site and hopes to Following a brief link up with GMKing Danny
and the rest of the GMTV team made a
David McClure
ensure Game Maker Blog remains the
number one source of Game Maker news and decision to publish smaller shows rather than RhysAndrews
topical articles over the next few years. full feature episodes. After releasing five full-
length episodes since 2007 the team hope
Game Maker 8 Progress that this switch to smaller features will lead Reviewers
A couple of months ago Mark Overmars to more frequent releases and keep NAL
community interest high – so far, it doesn't
blogged asking members to contact him if
appear to be going too well. This week also
Xantheil (Alexander Earl)
they were interested in creating free-to-use
sprites for distribution with Game Maker 8. saw the launch of a rival Game Maker video Broxter
Mark received over 25 applications and has show. GMVision's first episode included news
now made a decision on which spriters' work and interview and several game reviews.
he will use. YoYo also plan to also include a Proofreader
new collection of sound effects with Game Join GMTech Magazine Maverik94
Maker 8.0 so if you are good at making your We have made quite a few changes to
own original sound effects visit the Glog and GMTech over the last few months and we are
submit them. always looking to improve the magazine Special Thanks
further and continue to impress our readers.
In order to do this we are looking for writers,
Philip Gamble
Game Maker Community Game
Not many community games that have been reviewers and issue checkers to join the Kelle Santiago
started have lasted for longer than a week. team and help work on the issues. You can John Edwards
get full details about getting involved by
However it appears that a recently launched
visiting the GMTech forum.
FredFredrickson (Martin
project may well be an exception, the GMCG
has its own designated section of the forum Crownover)

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FEATURES

MORAL CHOICES
Good or Bad - Mike Alfus examines the choices developers offer gamers
gamers have to really think about the

D o you want to be a knight in depending on what choices they make choices they make.
shining armor, or a dark lord who throughout the game? It’s certainly possible,
rules over the land with fear? Do you and seems to be the way the current trend in One game that did this incredibly well was
want to be a Jedi or a Sith? Do you gaming is pointing. Grand Theft Auto IV. GTA has always been
want to use your newfound powers to known for pushing the limits of gaming and
help the masses or to rise above them, Many games that incorporate a moral choice coming up with new ways to immerse
making them slaves to your will? system do so in a way that leads the players gamers in their massive city landscapes, so
down two distinct paths, good or evil. In when they tackled the issue of moral
Basically, do you want to be good or evil? games like Fable, you are able to choose choices, they didn’t just go the good/evil
different ways to complete quests, and also route. GTA forces the player to really
Over the last few years, moral choices in different encounters with NPCs. The choices consider what they’re going to do. The
gaming have been on the rise. Some games, are fairly clear as to which ones are good decisions aren’t just black and white, good or
like Fable, even marketed themselves on the and evil, as opposed to being morally bad. They’re multiple shades of gray, with
fact that you could be good or evil, and it ambiguous. Your choices are usually an equally gray outcome, just like life itself.
was up to you to decide how the story played reflected in your character's appearance,
out. Are we approaching a day in gaming which either becomes more virtuous and Isn’t that the true goal of a moral choice, to
when there will no longer be one single, noble as time goes by, or more sinister and have the gamer really struggle with the
linear game play experience? Will every vicious, even sprouting tiny devil horns if decisions? At certain points in the game,
game have multiple paths and plot threads you’re malicious enough. Many Bioware you’re faced with choices that have no clear
that players can spin themselves off on, RPGs like, Mass Effect and Knights of the Old cut outcome. It comes to the point where
Republic have a similar system handled one has to choose between killing two
through dialogue as well, and the player can people that they had missions for. While it’s
usually tell what answers will lead you down true that pretty much every person you deal
which path. with in GTA is a criminal, it’s still not an easy
decision to make. Neither one had wronged
Moral choices can be so much more than you directly, so who are you to judge them?
that though. That’s not to say that more When a game can make me ask those kinds
linear moral paths are boring or wrong, of questions, then it’s moved beyond the
because sometimes it’s fun to be the bad traditional gaming experience.
guy, and it’s good to know how to get there.
However to make gamers face choices that And the kicker?
are more than just good or evil, the choices
need to be more ambiguous, with the I drove around for awhile in game, finally
outcomes not so clear cut. That way, made my decision, then “took care of it”.

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Continued: Moral Choices

When all was said and done, and Niko stood


over the dead body holding a combat Based on choices gamers make in different Not enough? Well it also turns out that the
shotgun, a realization struck me. I made the moments throughout the story and other city itself hinges on Cole for its mood. If you
wrong choice, there was no magic karma random acts of kindness or destruction, your do good deeds throughout the city, which
meter I could balance back the other way karma balance will shift towards good or evil. was ravaged by destruction earlier in the
with a few good deeds. I had made my Like Fable before it, the further along you game, you can see a positive change in the
choice. The character was dead and there get down a certain moral path, the city as shops begin to open up and debris
was no going back. I just hoped that I’d appearance of Cole, the main character, are cleared off the streets. If you decide that
make the right decision the next time. changes along with it. Not only that, but the city is yours for the taking, then there
depending on how good or evil you are will will be rioting, frightened people running
That’s the level of moral weight that a game influence what kind of super powers you get through the streets, and general
needs to strive for. It’s one of the best ways to use. For instance, there’s an electricity degenerative chaos. If you choose the evil
to truly pull gamers into a universe and show grenade that Cole can throw, and the path, then people on the street will also
different sides of a character. Gamers need upgrades for the good and evil sides are curse you and throw stones or other objects
to feel like they have a stake in the universe drastically different. On the bright side of at your, cursing you for their misfortune.
they’re in, and that the decisions they make things, your grenades will explode sending
truly matter. When games can breach that out a shockwave that disables and stuns Moral choices in games are a great way to
fourth wall and directly ask the gamer, “So, enemies around it. The evil version, on the make gamers feel more connected and
what are you going to do?” with an unclear other hand, has a massive initial explosion, involved with the experiences they have in
outcome, then gamers will become fully followed by a cluster bomb sort of effect as game. Whereas before all the major conflicts
immersed in the gaming universe. many smaller grenades go shooting out to in the game were handled in pre rendered,
Otherwise, you’ll just end up like Dr. further carve out a path of destruction, pre determined sequences, now they are
Manhattan, asking yourself, “Why would I obliterating anything they touch. slowly but surely falling into the player’s
save a world I no longer have any stake hands, where they belong. With gamers
in?” expectations of interactivity rising, and
publishers wanting to structure a certain
On top of that, having the game amount of freedom in their games, moral
environment change based on the choices and decisions affecting the game
decisions the player makes is another way world are becoming more of an industry
games make you use your moral compass. standard.
In the game Infamous, which is set to be
released this summer, you control a hero So, good or bad?
with newfound super powers, but that’s
just it, no one said you had to be a hero. You decide.
Infamous has a Karma system that
weaves itself into the game quite well. It’s your choice, after all.

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ENHANCING GAME PLAY THROUGH CUT SCENES


MnemonicPunk

S o your awesome game is making


great progress, right? You’ve got
the game play nailed, written an epic
There's basically three type of cut scenes.
Let's check them out first. The in-game cut scene
In-game cut scenes use the running game
story, held a contest for the best The pre-rendered cut scene engine to tell the story. They take control of
graphics and sound artists you can find This type of cut scene allows game makers characters, the camera and the audio
and now you're set to conquer the to use awesome graphics of any production aspects of your game to tell the story like a
world, right? For some reason though, value they want. They are pre-calculated and movie director. This type of cut scene covers
you can't help but feel thatparts of your don't need to take into account the hardware almost any range of intermission, from
game aren't connected very well and they're running. Final Fantasy makes simple dialog to full-blown in-game movies.
that the dialog-based storytelling is just frequent use of this type of cut scene to Unlike pre-rendered cut scenes, this type
so 1990. You want to add cut scenes to showcase some of the sweetest computer can, and should reuse existing game assets.
your game to make it the best game generated movies to date. While this type of It doesn't break the game flow as much as
ever? Here's how. cut scene is easily the best looking, it has to pre-rendered scenes do. Also, some games
be produced completely from scratch and even play with the “you'll never know when
Cut scenes are short intermissions between takes the most time, effort, and monetary the game play continues” to achieve
two bits of game play, either pre-rendered or resources. This is the type of cut scene that'll suspense in players.
made from in-game assets to convey make you sit back and relax your grip around
information. They move the story of your the controller for the moment. The interactive cut scene
game forward or are just for entertainment. Nowadays, most interactive cut scenes
Those are all valid reasons for inserting a cut resort to so-called "Quick Time Events" (QTE)
scene but remember this, they cut into your to achieve interactivity in cut scenes but
game flow, hence the name. there are many more ways of making
interesting, interactive cut scenes. Final
In recent games, cut scenes have become Fantasy 8, for example, used pre-rendered
very important. You'll most likely remember background material along with a
some games solely or mostly for their great controllable player character to make the
in-game cinematics (which is just another escape from a collapsing building truly nerve-
word for cut scene, really) like Metal Gear racking. Half-Life 2 has cut scenes that don't
Solid 1-4 with its epic storytelling, Devil May even feel like such, you'll always stay in the
Cry's Dante and his ubercool assortment of body of your character, listen to others
moves and hard-hitting punchlines, or the talking and see events unfolding while
Final Fantasy franchise with pre-rendered maintaining total control of what you do.
videos that blow you away.
65millionand1bc

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FEATURES http://jasonbeene.blogspot.com

Continued: Enhancing Game Play Through Cut Scenes

Any cut scene begins with two game states Next is the camera. With your storyboard
that have to be joined together. Once you done, you can think about the behavior and
have those two endpoints you want to movement of the camera. What is it going to
connect, come up with a script for your cut focus at? Does it smoothly move from one
scene. What is going to happen? Who will perspective to another or jump there? Both
appear? What will the player, character, or can be good, it just depends on what you
party do? If you have multiple characters, want to tell. In 3D games you'll also have to
you can also throw in some conflict (“I don't think about camera angles, close-ups and
think our army can really invade that enemy much more.
country. Let's look for a different plan.“ - "Yes
we can!”) or some jokes, or anything that The choreography of your cut scene is
gaming companies. Try to avoid that or your
makes the cut scene worth watching. Players important as well. Nobody wants motionless
players will stand around and do nothing in
want to be entertained while not being able characters standing there that just rattle
expectation of the rest of the cut scene. This
to play, they don't like having no control over through their script for the sake of getting it
causes irritation and ultimately breaks your
the game for no obvious reason. Making a over with. Let your characters express
game flow. That’s probably not what you
cut scene is really much like making a small emotions while they talk, let them shake
want.
movie, so give it some real effort. their fists in anger and sorrow, let them run
around the screen in desperation, let them
Voice overs are just enough of a topic by
jump up for joy. The possibilities are endless,
themselves to justify an article on their own
just make sure your scene tells the story as
so we'll just get down with some of the
much by acting as by the actual dialog used.
basics here, Use voice overs whenever you
can get some decent material for them. Do
While transitions to and from cut scenes are
NOT use voice overs if you have bad
not really that difficult to make, make sure
material. While you can often use resources
you don't get the basics messed up here.
of mediocre quality for other parts of your
The famous 16:9 “watch out a cinematic
game and the players will gladly overlook
begins” bars are common today. They make
them because your game is just so much
the screen look like a movie theatre for a
fun, bad voice overs will cause your players
reason and any of your players will know that
to break down laughing, point at the screen
a cut scene has just begun. You don't have to
and ridicule your character. This doesn't only
use those, maybe you don't even want to.
break game flow but game ratings. If you
That's fine, you still should give your player
don't have some real decent voice overs,
some kind of visual cue that a cut scene hast
don't use any. Also, give the game (at least
just begun and, more importantly, ended.
optional) subtitles for players who can't or
The latter is often missed even by big
want to listen to what characters say.

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Continued: Enhancing Game Play Through Cut Scenes

Did you ever have to replay a lengthy boss have to consider player actions that might
battle with 30 minutes of cut scenes before alter the course of your script but if done
it? Yes? So you'll probably know this but I'll right will really immerse the player.
still spell it out for those who think their cut
scenes are so awesome you could watch There's plenty of good material about cut
them every time. Make cut scenes skip-able!. scenes out there, but one of the most
It's okay for cut scenes with vital story important is learning from the pros. Some
elements to be exempt from this, this but as really good games to get inspiration from are
long as your player might have to repeat it, Final Fantasy (almost any kind of cut scene is
make sure he/she isn't forced to see the covered here, from the first instalment in the
same scene twice. He already knows what's series to the most recent PS3 iteration),
going on. Devil May Cry (probably the best example for
cut scenes with awesome fight sequences),
Review your own cut scenes and let others Metal Gear Solid 1-4, Half-Life 2, the recent
review them. You might make mistakes in Suikoden Tierkreis for the DS (you won't
story telling, the script or the actual always have cinema-scale hardware power
implementation of your cut scene that you and this game shows how to cope with that).
didn't notice first or will not ever notice on If you want to keep it basic, turn to old Super
your own. This is especially true for logical Nintendo games like The Legend of Zelda,
mistakes in the script. Players who don't yet Chrono. Trigger and of course Final Fantasy.
know your game are far more likely to spot An overlooked but prime example of cut
things that simply don't make sense at that scenes in that time was Super Mario RPG,
point in the story. since it featured rich cut scenes without
Mario ever saying a word and acting it out in
If you feel you're up to it, try your hands at motions.
some interactive cut scenes. QTE events are
easy to do, they just stop or slow down an in Reading an article won't make you cut scene
game cinematic and prompt players to press king. Make sure you get up so speed with the
the correct button in time. That still too easy references here, do some experimenting on
for you? Half-Life 2 cranked up the difficulty your own, and get feedback from your
in cut scene making by using only cut scenes testers. Practice makes perfect and is
from the ego-perspective and allowing the actually a lot of fun.
player to still move during them. This makes
cut scene making a real pain because you

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GAME MAKER IN SCHOOLS


Philip Gamble
free time). Many other ‘easy’ programming

O ver the past few years the game


development bug has been
spreading across schools around the
Photo by Stichting Kennisnet worlds only allow one specific game type to
be created while Game Maker allows a wide
variety.”
world. More and more school pupils,
college students, and summer school “I noticed in the last class for
attendees are being given an Weekendschool, as well as in previous years,
introduction into game design and that many of the 11 year old kids grasp the
programming using Game Maker. concept of Object Oriented Programming
after only using Game Maker for a few hours.
Whilst I was aware that Game Maker has They quickly understood events and the
long been taught around the world, I was separation with sprites, objects and rooms.
inspired to write this article following the In 2007, one girl's PC crashed halfway
Make-a-Game workshop organized by the
introduction of a Game Maker option for 11- through the program and she created the
Kennisnet Foundation at Picnic Young in
12 year olds in an “Active Learning Week” at game Dog House 1 in one hour. It's a maze
Amsterdam September 2008
the school I used to attend. Whilst I was in game in which you must avoid the fire, catch
my final year I spoke with a couple of my the fish to lure the cat away, and grab the
tutors about the software as they were class at the IMC Weekendschool at Tilburg key to open the door to get to next of 3
aware that I ran a blog relating to it. Now I University in the Netherlands. Forty eleven levels. I don't know a single other tool in
am reliably informed (by my younger year old children with no previous which an 11 year old kid can create a fun,
brother) that Game Maker is one of the programming experience created a variety of good looking game like this with little
standard software items installed across the maze-based games. guidance and hardly any training in just 1
network. hour time.”
Explaining his decision for deciding on Game
Game Maker has long been used in Maker as the development environment for “Giving classes like this is very fulfilling when
education; it is a central part of the game the class Simon Donkers wrote, “I've chosen you see the wonderful games people create.
design course taught at Utrecht University Game Maker because it's easy to learn and It also shows that these kids don't start a
where Mark Overmars is a professor, and allows students to create interesting games remake of Tetris or Pacman, but that they
was used as the development tool in the in a matter of hours. Also, because the have original ideas. For instance a game
2005 Dutch Make-A-Game competition which environment is free to use and easy to install where you need to grab toothbrush and
attracted over 200 teams of high-school across all systems, no admin rights required toothpaste and clean teeth from dirt whilst
students. to install Game Maker for instance. avoiding the evil bacteria in your mouth. But
also a more political race game to see
In mid-April, Game Maker Community Also, what I find great about Game Maker is whether George Bush or Barrack Obama is
member Simon Donkers ran a Game Maker that the only limit is your imagination (and

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Continued: GM In Schools

the fastest in a race. Or a very challenging in recent years he said “within the example, when creating graphics, sound
puzzle game where you control both yourself Netherlands I haven't noticed a recent effects, and musical scores as part of the
and the enemy with your arrow controls. This upsurge in popularity, Game Maker has project. Alongside these there are abundant
requires some careful planning to avoid a been popular for quite some time already.” opportunities to promote students’ literacy
collision with an enemy. But also somebody and numeracy as well as other important
who made a game around being a postman skills such as teamwork, planning, problem
and collecting letters as fast as possible.” solving, decision making, and evaluation.”

Blijbol who helped on the course said, “the Reasons why Game Maker may be chosen
children were very excited while playing above other game development tools include
each other’s final games at a video its combination of Drag & Drop actions
projector” before adding that by the end of alongside more advanced Game Maker
the course “they were more enthusiastic Language scripts. Ashford explains, “Game
than they were anywhere in the Maker is a very flexible system, easy for
programming process.” even a novice programmer to get to grips
with. On one level, games can be created by
It isn’t just pre-teens that are using Game dragging and dropping items from a set of
Maker in education though; Simon has also standard toolbars. However, it also includes
given classes to 16 year olds as part of their a powerful built-in programming language,
computer science class. Describing the Some of the games created at the IMC called GML for the more confident who wish
differences between this and the younger Weekendschool in 2007 and 2009. to progress further with more complex tasks.”
children Simon said, “It's a bit less creative
and more organized because the goal is not Ashford says that another reason for the
to have fun but to get good grades, but I still Writing in the Sec Ed Journal in 2003 John popularity of Game Maker over other game
see how these people learn lots of complex Ashford, head of ICT at North Walsham High design environments is the “extensive
principles like object oriented programming, School in the UK wrote of the many different selection of resources” available online
inheritance, code structuring, state benefits that come from teaching Game which makes lesson planning easy. Free
machines, and many other principles.” Maker. “Designing computer games requires online resources such as a Moodle (free open
students to practise many generic skills source e-learning package) course created
Simon has also taught many other Game associated with Windows based software. by Darren Smith and tutorials and challenges
Maker classes for students, teachers, and for Examples are file management, navigation of available at
members of game design competitions. menu systems, and use of the mouse and http://www.mindtools.tased.edu.au are just
When asked if he thought the use of Game keyboard. It is also possible to use a broad one slice of the offering as traditional Game
Maker within education had been increasing range of different software applications, for Maker tutorials such as the official ones at

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Continued: GM In Schools

YoYoGames.com can also be used in schools.

For more than five years Michael Fenton from


the Nexus Research Group has demonstrated
how Game Maker can be used to create
educational games, simulators, and
eLearning resources such as interactive
whiteboard applications for teachers in New
Zealand. Michael has also developed
educational simulators based around the
subjects of Math and Science such as a game
in which you must manage a nuclear reactor
developed for year 12 physics students.

The final word from Simon Donkers, “A great


quote a teacher once said to me after a class
is that ‘the biggest problem is that students
spend too much time on their games and
forget other classes’. While using Game
Maker you learn a great many things, from
simple things like English to more advanced
things like creating design documents and
writing neural networks. Game Maker lets
people learn without them recognising it as
homework but rather recognising it as a fun
challenge. That's the real power of Game
Maker and that's why many schools have
been using it and will be using it in the
future.”

The games created by children at the 2007 and 2009


Thanks to Simon Donkers and Jeroen van der Gun
who provided me with an insight into their work
IMC Weekendschool can be found at
at the IMC Weekendschool. http://weekendschool.simondonkers.nl/

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IDENTITY AND THE PLAYER / AVATAR RELATIONSHIP


David McClure
many simple games do not project
N early all games involve a
relationship of sorts between a
player and their avatar, the entity they
The immediate personas that players take on
in games fall into three categories:
themselves onto the pieces or assume any
elements of their identity. It could even be
argued that in some respects these types of
control within the game world. Good 1. A predefined character, as exemplified by games, which tend to rely on skill, strategy,
design decisions related to this Nico Bellic in the game Grand Theft Auto IV and timing and tend to eschew plots,
relationship are critical to expanding 2. A player defined character, which the character development, and even
the range and popularity of games as player has created and shaped, as in Fallout 3 characters, are actually much purer games,
an art form. Bad design decisions will 3. Themselves in another guise or stripped of aesthetic distractions and boiled
annoy the player and diminish their occupation, as in managerial simulations like down to sheer game play. For the purposes
immersion in the game world. Football Manager or strategy games like of this essay, this is neither here nor there
Unfortunately, most coverage of this Spring. and we will be focusing on the first two
issue focuses on MMORPG players who categories of immediate personas, those of
have an intense bond with their chosen Different games place a different level of the character and the player created
character; as this area has been emphasis on who the actor the player character. As we will see, although they can
covered amply it will be ignored in controls is and on any inherent limits to their easily cause problems for designers, these
order to cover what is a sadly under actions. Gee theorised that during play there immediate personas are arguably one of
discussed facet of the player/avatar are actually three different identities which computer gaming’s biggest strengths and
relationship. are at work at any given time; the virtual are one of the factors which give games the
identity, that is, the character a player potential to become truly fantastic pieces of
controls and any constraints which are art and communication.
inherent to playing as this character; the
player’s real world identity, the person In some respects, the underlying mechanism
playing the game and any mistakes they of playing a video game can be described as
make in terms of input or strategic choice; “understanding a system then attempting to
and the projective identity, which Gee apply efforts so as to create a desired
describes as both the player projecting their result”. Take Pac Man. The ghosts kill us so
“values and desires onto the virtual we avoid them. We eat the pellets because
character” and as “seeing the virtual we get points. If fruit appears it may be
character as [their] own project in the worth risking death for bonus points. When
making”. [1] Clearly, most characters do fall we eat the power pills the ghosts are
under a broad version of this definition, but it vulnerable to us. For a limited time, we may
is important to note that, except in rare eat the ghosts for points or avoid them to
cases, players of most board games and concentrate on the pellets, depending on our

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Continued: Identity and the Player / Avatar Relationship

goal. We make our decisions and decide on she gets.


strategies based on the maze, the pellets, 4. The player treats this effect as feedback
the power pills, the ghosts, the bonus fruits from the world and accepts or rethinks his or
which appear, the score, and Pac Man; these her original hypothesis.
elements are what make up the system. We
then apply our efforts, by way of using the This occurs at an incredibly rapid pace and is
joystick to control Pac Man in order to try to a naturalistic way of learning. It is also aided
achieve our goal, be it survival or a high by transfer of knowledge from other games
score. This understanding is drawn from that a player has experienced. There is a
what Gee calls The Probe, Hypothesize, Re- pleasure in learning how a system works and
probe, Rethink Cycle; being able to use it for one’s advantage. This
phenomenon is often at its most notable in
character needs a small amount of money or
1. The player must probe the virtual world the case of emergent game play and speed
when it is possible to bet. Although gambling
(which involves looking around the current running, where players consciously analye
beyond your means is quite irresponsible in
environment, clicking on something, or the best ways to exploit a system in order to
real life it is a simple matter to bet and
engaging in a certain action). create a desired result. This can easily be
consistently make small amounts of money,
2. Based on reflection while probing and seen in message board discussions regarding
provided you decide your wagers using
afterward, the player must form a hypothesis Resident Evil 5’s sub-game, The Mercenaries,
mathematics and seek to exploit any
about what something (a text, object, the game play of which seems to almost be
advantages which the betting industry offers
artifact, event, or action) might mean in a designed for this kind of analysis and
to you. To generalise, the options available in
usefully situated way. strategising. Most of our daily actions are
this field to a character in a game are
3. The player re-probes the world with that governed by some kind of understanding of
somewhat limited and generally the results
hypothesis in mind, seeing what effect he or various systems in the world around us, such
of these choices do not chime with reality.
as preparing food, following social
This may seem a moot point, in that, with
conventions, and obeying laws.
regard to Gee’s theories, it is reasonable to
expect a player’s character to have
The problem which was alluded to earlier
limitations. However, if the player is the
tends to arise when the player’s experience
character and thus limited in some activities
of real life systems encounters a version of
why should no such limitations be imposed
these systems within the game and finds
when the player has to decide how to solve a
that these systems have either been
difficult puzzle, what tactics to use, or what
simplified or lack a vital component in a
equipment to buy? It seems unreasonable to
manner which can be quite jarring. To give
apply such standards arbitrarily. Surely
an example, this commonly occurs when a

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FEATURES
Continued: Identity and the Player / Avatar Relationship

veteran fighter Nico Bellic should be a much idiom which


better shot than he seems to be when I am corresponds to
in control of him? Shouldn’t a character the old adage
which I have created to be an expert “Before you
physician express displeasure or disbelief if I judge someone,
purchase inappropriate tools? Further, walk a mile in
limiting players’ pool of sensible decisions their shoes.”
from which to draw from when they Over the
approach an obstacle is bad game design centuries,
which harks back to the archaic formula of various types of
blue keys which open blue doors and such. art have
One solution would be to remove a player’s attempted to
decisions from the equation, but this would conjure up
reduce games to a series of quick time emotions in
events. It seems the best route to take would people and to
be that of endeavouring to include sensible, express ideas
realistic systems where possible but without and mental
spending too much valuable development states. With
time on them. If used properly, this could modern video
even add an extra layer of depth and games we have
an art form which could almost have been that although most people will generally see
pleasure to games. Take the example of
tailor made for this kind of project. It is many aspects of the world in the same way,
repairing a vehicle in Far Cry 2; Imagine that
unlikely that a player will ever really forget there will be minor differences in the manner
if instead of simply pressing the appropriate
who they are for any extended period of in which we comprehend it, which may well
button when the wrench icon was displayed,
time, but it is fairly plausible that if they are be exacerbated by education, social
the player had to evaluate what had caused
emotionally invested in a storyline or caught background, and chosen culture. If we are
the problems and attempt to fix them with
up in a section of the game, they might well careful and subtle in our decisions we can
the resources at hand, perhaps just having to
empathise strongly with the character’s express such concepts via games. This will
keep the vehicle moving for long enough to
plight. The Sapir-Whorf hypothesis states both allow for great, communicative pieces
reach a mechanic who could restore it more
that the language we think in has some of art and for more rounded, differentiated
thoroughly.
effect on how we think. Neuroscience tells us characters.
There is a rather brilliant upside to this that the brain is plastic and that different
problem though. Nearly all cultures have an specialised areas develop more if they are
used more. It is therefore sensible to assume

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FEATURES

SURFACES EXPLAINED
MnemonicPunk change that. Tell Game Maker to select the
screen surface again so we can draw on it.

S o you have heard a lot of good


things about those... surfaces and
that they can be used for some really
This line of GML will create a surface which is
640x480 pixels in size. Right now it's like an
empty sheet of paper. Let's draw something
Because the screen is a special surface, it
also has a special command for this.

awesome stuff, but somehow you don't on it, shall we? As mentioned before though, surface_reset_target();
understand how they work. Read on the screen is a surface itself, so whenever
then, and discover the secret art of you draw something in your game, be it via
using surfaces to make your game even GML or drag&drop commands, you draw it on This line does the same as the above line
more awesome than it already is. the screen surface. We want to draw on our that selects our surface, except it now takes
cool new surface though, so let's tell Game the screen again. Any sprite you draw from
There are some really good applications for Maker that. now on will be drawn to the screen once
surfaces that can be used to add split screen more. If you forget this line, you will still be
modes to your game, draw things off-screen, surface_set_target(mycoolsurface); drawing on your surface later on so make
create sprites in RAM for later use, and add sure it's there. Well, cool, so we drew a sprite
some really cool effects that wouldn't be to a surface which is not shown at all. Let's
This tells Game Maker to put aside the
possible otherwise. display it.
"screen" sheet of paper and replace it with
our new one. Anything you draw from this
But first of all, What is this surface thing I'm As said before, you can draw anything to
point on will be drawn on the new surface.
talking about? A surface is basically a canvas surfaces, even other surfaces! Not only that,
that you can draw on. Actually, you're using it's as easy as drawing any other sprite. Just
draw_sprite(sprUbercoolSpaceship,
at least one every day, your screen! It has a the thing we need, eh? Let's draw our cool
image_index, x, y);
height, a width, one color per pixel, and you new surface to the screen so we can see it.
can draw stuff on it in whichever way you
want. This will draw our totally awesome spaceship draw_surface(mycoolsurface, x, y);
sprite on our new surface, just as if you had
To use a surface in Game Maker, you first drawn it to the screen. There's a hook to this
have to create it. You can't just use though. Only one surface is ever displayed Now we can see the surface on the screen
something that isn't there yet, right? Let's automatically, and that's the screen. More on and the spaceship on it. It doesn't look any
create a surface and assign it to a variable, that in a second, just keep that in mind. Only different from a normal sprite, does it?
for example. the screen surface will be visible. So your
spaceship isn't, yet. Why the hell would you want to draw your
mycoolsurface = surface_create(640, sprites on a surface then? Because you can!
480); Alright, we now know how to draw things on This opens up some major new possibilities.
surfaces. That's all well and good, but not You can...
have much use if we can't display it., so let's

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REVIEWS
Continued: Surfaces Explained

...draw a set of sprites once on a surface and and now you can use this technique to make working with surfaces, though:
reuse them wherever you need them! This is your ingame menus look just as cool! Never change the drawing target in the draw
much faster than redrawing all of the sprites event of an object. Game Maker can't handle
every step. When working with surfaces you will notice that and will do unspeakable things to you,
that they don't clear automatically. This including killing your kitten and not flushing
...apply post-processing effects to your means that – unlike the screen which is your toilet after peeing. Really, never do this,
game. This includes all kinds of fullscreen emptied at the beginning of every step – a it will mess up your graphics.
blur, fake HDR, morph effects, crazy color surface will not lose what you painted on it Do not use surfaces in 3D mode. Same as
transformations, rotations and other effects. unless you tell it to. Even if we draw a the one before, Game Maker can't handle
Just draw your sprites on a surface, then use second spaceship, our first one is still there this and it will seriously screw your stuff up.
that surface like a sprite. because we didn't empty the surface first. Surfaces might be automatically cleared
This will cause ugly smear effects if you when you switch the resolution so if you do,
...create your own custom lighting system! move sprites on surfaces without deleting don't expect the things you drew on them to
Paint a surface black, then cut out the parts them regularly. A good point to empty a still be there. Redraw them to be sure.
you want to be lit by filling them white. With surface is right after choosing it as target, Like all other custom resources, surfaces are
the correct blend modes this will allow for just before you start drawing on it: not saved along with save games.
any kind of lighting you can come up with.
draw_clear(cl_black); Alright, this marks your initiation in dabbling
...create your own custom view system! If with the forbidden art of surfaces. Always
the built-in view system of Game Maker is remember, with great power comes great
too limited for you, just make your own. There is one final thing you need to do with responsibility.
Draw what every player sees on a surface the surfaces after you don't need them
and then draw those to screen at their anymore, rhough: You need to destroy them. There are many more commands available
respective position. Bingo. Unused surfaces still occupy RAM on your that deal with surfaces, make sure you read
computer. They'll pile up and make your about them in the manual. You'll really love
...create transitions! Game Maker expects an program hog memory if you don't delete those nasty little buggers once you've gotten
initial image and a final image for every them. Here's how to destroy a surface that used to them.
transition you want to create. Since those you no longer need:
are surfaces too, you can manipulate them
like any other surface. surface_free(mycoolsurface);

...draw complex menus in a breeze!


Window's Aero effects use surfaces to draw Now that your surface is freed, the RAM it
any window before it appears on the screen. used can be used by other programs again.
This is what makes the cool animations seen
in Windows Vista and Windows 7 possible There are some rules to keep in mind when

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17 | FEATURES

USING DATA STRUCTURES (PART TWO)


RhysAndrews
//Detect Errors

F ollowing up on the first part of


"Using Data Structures", where I
introduced you to some of the basics of
if error_occurred = true && global.pbx_showerrors
{
var ref,i2;
data structures, this is a case study just i2=false;
to give you an idea of some of their for(i=0;i<ds_list_size(global.pbx_errorlist);i+=1)
practical elements. {
if error_last=ds_list_find_value(global.pbx_errorlist,i)
Case Study {
You might understand all of this, but ref=ds_list_find_index(global.pbx_outputlist,"External Error no."+string(i)+" (rep
sometimes it can be difficult to place "+string(ds_list_find_value(global.pbx_errornumlist,i))+"): Use command 'errorinfo
yourself into the mindset of using it logically. "+string(i)+"' for more information on this error.");
You need to play with it a few times and see ds_list_replace(global.pbx_errornumlist,i,ds_list_find_value(global.pbx_errornumlist,i)
for yourself how a data structure works and +1);
how it can benefit your own projects. ds_list_replace(global.pbx_outputlist,ref,"External Error no."+string(i)+" (rep
Sometimes a case study helps, so I’ve "+string(ds_list_find_value(global.pbx_errornumlist,i))+"): Use command 'errorinfo
grabbed a block of code from my Parabox "+string(i)+"' for more information on this error.");
Console, which relies heavily on data i2=true;
structures. This particular block handles break;
errors that occur in the game , if the error }
hasn’t occurred before, it stores the error }
message in a data list and sets a repeat
value as ‘1’, meaning the error has occurred if i2=false
once. If it occurs again, instead of adding {
another copy of the error message global.pbx_visible=1;
(potentially huge data structures!), it simply ds_list_add(global.pbx_errorlist,error_last);
adds to the repeat value. This allows the ds_list_add(global.pbx_errornumlist,1);
console to display error messages ds_list_insert(global.pbx_outputlist_col,0,global.pbx_txtcol_error)
sophisticatedly, showing how many times ds_list_insert(global.pbx_outputlist,0,"External Error
each error has occurred instead of constantly no."+string(ds_list_size(global.pbx_errorlist)-1)+" (rep 1): Use command 'errorinfo
popping up the error again like game "+string(ds_list_size(global.pbx_errorlist)-1)+"' for more information on this error.");
maker’s inbuilt handling. }

}
error_occurred = false

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18 | ADVERTISEMENT

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19 || REVIEWS
REVIEWS

ANOTHER DAY IN THE LIFE OF BOB


Developer : PolystyreneMan
Reviewer : NAL
Type : Complete
Download On the subject of places within
price of $1000.

the game, there's enough variety So what is there to do within the


to please anyone. As well as your world? I can't really describe it all
apartment, there are corner without GMTech getting angry at

A while ago, Polystyrene


Man released his first
game, a fairly small life
indication, but after getting into
the game a bit, you'll start to
remember the locations of the
shops, gyms, restaurants,
concerts (you can't watch them,
my word count, so here's a small
selection. You can work in a
but get your musical skill high corner shop for some cash and
simulator by the name of "A essential buildings (where you enough and you can play in spend it on cactus seeds, plant
Day In The Life Of Bob". work, where you buy food, etc) them), herb shops, a prison, a them in your garden, then when
Although it was very good for and eventually also learn where crack house, and even a place grown, sell them to some bloke
a first game, it was other places are. that'll kill you for the reasonable off the street at an elevated
hampered by the creator's price. You can wander the forests
own limitations. Now, the finding such characters as a
sequel is out, which giant carrot and Pacman. You can
Polystyrene Man claims will hunt for the many hidden eggs
be his LAST game. This one, which will complete an objective.
which has had a lot of love You can help a slug in need by
poured into its creation (and taking him from the piles of salt
it shows), is a huge that surround him. If you're
improvement over the first. bored of all that, you can buy
It's bigger, better, and and take drugs, which have a
importantly more fun. "slight" impact on how
everything looks.
It's is ot necessarily a bad thing,
when you load the first game The huge amount of variety and
you're standing (well, floating) in potential exploring makes the
the middle of a big city, and you game fun to play for a fairly long
get a sense of "what the hell do I time. Although to be successful
do first?" The best move is you have to go through the
probably to explore the area - no tedious process of learning, you'll
need for a job yet. You'll initially want to so you CAN be
find it difficult to remember successful. As you progress,
which building is which, as apart
from the hospital none have any

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20 || REVIEWS
REVIEWS
Continued: Another Day In The Life Of Bob

more and more things to do are to let the game grow on you. they just stay in the same spot. directional buttons (which
unlocked, keeping the game There's also no walking provide the isometric "up = up
fresh for a while. I can imagine Graphically, although the game animation, or even direction and right a bit, right = right and
quite a few people dismissing the is very good looking, it suffers changing. All the characters lack down a bit etc" standard),
game after five minutes for not from all being a little inanimate. a face, arm, and legs. People bob wishing Polystyrene Man had
being action-y enough though, There are no vehicles and up and down a little - that's chosen the simpler "up = up"
which I think is stupid. You have pedestrians do not walk about - where the small amount of mechanism. Then I found WASD,
animation does which DOES give me that.
exist. There are
some snazzy effects Everything else about the game
for when you get is very pleasant. There are some
drunk or stoned, welcome additions such as a
though, and solid inventory system, a well
generally everything laid out HUD, clear instructions in
within the game is buildings, and in general, a real
well sprited. air of professionalism. The one or
two glitches are forgivable.
In terms of sound,
they are fitting. For his last game outing,
There are decent Polystyrene Man has taken a
sound effects in the solid foundation and turned it
game such as door into a treat. It's addictive, it's
opening and the packed with features, and it
music loop, which looks good. It’s a winning
grates on the ears a formula and a highly
little after a while, recommended download.
but can thankfully
be turned off.

Controls are chosen


wisely. For a while I Gameplay: 8.5/10
was playing with the
Graphics: 8.5/10
Sound: 4/10
Originality: 8/10
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21 | REVIEWS

DUO WARFARE be a good idea that


Developer : Toadfrogs would decrease the
Reviewer : Broxter
Type : Completed
Download chance of players being
scared off by the
thought of creating their

I f you’ve ever played one of


the classic Worms games,
Duo Warfare will feel familiar
to try out different kinds of
environments and see the effects
of them in battle. One snag I
own content. As for
game play, there is a
good range of weapons
at once. This strategic turn have with this though is that which means tactics will game. Howevere, on the other
based platformer gives the there are no preset maps, come into play throughout hand, there are several good
player(s) a choice between meaning the player must create battle. Also, as I’ve previously effects, such as destructible
playing against another one to play the game. As a mentioned, the decent AI reacts terrain, but these still don't
human (not online) or result, anybody who lacks rather well to events in the improve the look very much.
against what has to be said creativity or any decent artistic game, nevertheless there is Overall, the look could really do
is quite reasonable AI. talents will struggle to make unquestionably room for with a polishing, as everything
anything that will make a good improvement. does somewhat rash.
Duo Warfare is moderately game. For this reason, I hope
simple to play, even though the Toadfrogs decides to release a The visual aspect of Duo Warfare Duo Warfare’s audio is fairly
game play takes a number of map pack of some kind; it would could do with a little renovation. limited. Although the game has
variables into account, such as Although the a flowing atmospheric
wind speed. As far as content interface is easy background soundtrack, I feel
goes, there isn’t much, but to navigate, it like the game would benefit
fortunately the replay value is doesn’t look that from a track with a more
increased by the fact that every great and isn’t dramatic tempo to give the
play is unique due to the nature very attractive. player the impression they’re in
of the game. Generally, the a highly intense battle. Also, the
look of the game sound effects are much too
The game’s most innovative is fairly boring, infrequent, even if the ones
element is the ability to create this is which are used are of good
custom maps using an external emphasised by relevance and quality.
‘Map Maker’. This allows the dull choice of
relatively easy creation of fonts and
unimaginative
Gameplay: 7/10
environments for the game to
take place in, and increases the methods of Graphics: 5.5/10
replay-ability by a great deal. It presenting Sound: 5/10
gives the player the opportunity information in- Originality: 6/10
WWW.GAMEMAKERTECH.INFO ISSUE 16 - JUNE 2009
22 | REVIEWS

ASTATINE
Developer : Cesque
Reviewer : Xantheil
Type : Completed
Download

A statine by Cesque is a
game made up of simple
yet nice graphics, featuring
corpses (that really made me
laugh). All the cities/places had
distinct styles and color
some good sound effects, schemes. I have never been a
plenty of music, a thrilling fan of retro-styled graphics and
storyline and of course thus, but still I found the
awesome game play. You graphics appreciable.
start as an amnesiac who
just remembers his name (I The music differed with the The game play was a major high. collecting items , killing
believe), guided by a spirit, different places/cities, which You could switch between enemies, moving onto new
and as you proceed you start promise abundant musical various weapons and pick up cities, fighting bosses, nearing
to remember (the spirit variety (though I didn’t really like ammunition from time to time for your destination, and finally
doesn’t tell you anything) all the tracks). The sound effects the guns, but what I really loved winning. Also like most other
your quest to kill the (of are plenty too, from the sound of was the chainsaw. When you use platformers, you really miss
course) Evil one. Thus you the revolving chainsaw to the a chainsaw, you not only damage replay-ability. Sure, you can go
move from place to place, death cry of enemies Overall, the the enemy but also prevent him on and try to do the game again,
walking, running and even musical elements were well-done from moving forward, which was but what’s the fun in that. A
driving a train to reach East, which made this game even very realistic (after all, how many sand-box mode would have
the place where the bad guy more enjoyable. of us can walk straight through a really enhanced the replay-
had retreated to. chain saw?). All this made the ability and made this game
chainsaw an ultimate weapon better. But nonetheless, this
The graphics are retro-styled since it doesn’t require any game is surely worth trying out.
and look nice, the HUD, the ammo. However to balance it is It may not stand out from the
text boxes, the player the unique feature where rest, but hey, do you care as
graphics, the enemies, and chainsaw loses energy every long as you’re getting the fun?
the various animations time you use it, which it regained
reflect the effort put it. All as soon as you stopped using it.
Cool, eh ?
Gameplay: 8/10
details were paid attention
to, as can be seen from the Graphics: 7/10
animations of weapons and The rest of the game was like Sound: 8/10
the flies hanging about the any other platformer RPG, Originality: 5/10
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23 || REVIEWS
REVIEWS

HIDDEN GEMS whole game, relating somewhat humorous


Broxter sheds light on some buried treasure…
to the simplicity of the game play. characters,

M any readers in the past


have said that GMTech
should take a look at some of
acquired in a relatively short
period of time. It takes the idea
of gravity switching further, with
The game’s music is rather basic
and allows the game to flow
Malky and
Wilkinson.
These funny
the games that people may a total of eighteen levels and quite nicely. Unlike the original, chaps must
not know much about; games overall, much more content. Innoquous 2 features a few work together to rescue Eve,
that (let’s be fair) haven't sound effects for actions such as Malky’s girlfriend, from the
received the recognition they deserve. The core feature of the game is jumping and switching gravity. Wicked Magic Man. The levels
We at GMTech now hope to gravity switching. This is what I’m not sure if I prefer the game contain many puzzle elements
please all of those who makes up the majority of levels with the constant sound effects, that will keep you playing for a
sought after this, bringing and really allows for some as they add an unneeded while, as the special abilities that
you this new feature, ‘Hidden interesting level design. This addition of complexity that can each character has allows for
Gems’. Every issue we’ll sequel also includes new disrupt the flow, but the addition some good level design. The AI
present a selection of games features such as new obstacles evidently shows that more care in the game is better than
that, in our opinion, have not that the first did not to give more and thought has been put into average, but playing as two
been justly acknowledged. varied game play. NAL, the this sequel. players is much easier. Quite
creator, felt that the original did Download annoyingly, the game progress
Innoquous 2 by NAL not deserve the credit it got and cannot be saved, so you’ll have
Innoquous 2 is a follow-up to the that this puts the mistakes of the Social Experiment by to face those tricky levels all in
hugely popular Innoquous, original’s right. It should also be AndrewAP one go.
although interestingly the game noted that there is a secret Social Experiment is a co-
has received nowhere near the rabbit hidden somewhere in the operative platformer works The graphics remind me of the
interest that the original game that can earn you the similarly to many of the games sensation that is cactus. They do
editable version of the game – a submitted for the YoYo Games Co- slightly resemble those of
cute little idea. operation competition. The Psychosomnium, but I’m still not
player can choose to play entirely sure why I think
Probably the most interesting alongside AI or with another “…cactus?” The graphics are not
and original element of the game human to journey through the bad, but they’re not great either.
is the graphics. The effect that puzzling adventure that lies It could be argued that the game
the circular character creates ahead. The game sports a bit of is meant to be retro though, so
with the platform it is standing a retro style since it was created we’ll let the game off with that.
on sets it apart from other for the Retro competition at
games in the genre. Overall, the Zerosoft Games. The audio is fairly interesting and
visual look of the game is very pretty nice to listen to. The level
basic with only two colours in the The player must guide two music is not really retro, but this

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24 || REVIEWS
REVIEWS
Continued: Hidden Gems

isn’t too much of a problem. The Arcade mode features a total of long enough not to be repetitive the graphics are very well made
retro styled sound effects break 96 demanding levels with and the rhythm goes nicely with and attention to detail is
up the background music nicely enough variety to keep you the bounciness of the ball. Sound certainly shown. The nice
and they go well with the retro entertained. effects are few and far between, environment lets the game flow
theme. but they aren’t too overwhelming in a charming manner and is a
Download This 3D puzzler is thoroughly and they fit the game well. large part of the reason why this
enjoyable to play and the whole game is so good. The platformer
game is very well organised. Download also includes a number of
Jumper Tree by
CRYSTALL_m There is a tutorial that teaches different environments, so that
This environmental puzzle game the basics so that the game can Miscellaneous_Quest by the look doesn’t become boring,
was entered into the fourth YoYo be played effectively without $pecter a really good idea. More work on
Games competition, being one of confusion. The third dimension in This is another game that was the main menu would have been
many that didn’t get the notice it Jumper Tree really expands the submitted into the Zerosoft good, but this is small negative
truly deserved. Working similar idea of the game and it’s Games Retro competition and in a very visually pleasing game.
to the popular game, Coredase, executed very well. It seems like this is a very good platformer
the player has to steer a ball everything is covered in this that has been largely overlooked. The audio was particularly
around a map, planting trees as game, from detailed user enjoyable, with a wide range of
it steps over each map tile. The settings to a well thought out The player must guide Zerry, the tracks making the game really
most fundamental rule of the level editor. main character, through the flow. The music built up tension
game is that once the player has colourful worlds to take down the at appropriate times and was not
stepped on a tile he or she The graphics in this game are evil spirit, with a friend Jasmine too cyclical. No sound effects are
cannot return to that same tile. the only major problem. They joining him on the quest. Passing present, but I feel this would
This rule gives the game a lot of test Game Maker’s 3D many interesting enemies and have disturbed the brilliant
opportunity for challenging level capabilities but unfortunately, through good enjoying level background
they are not up to scratch. As so music anyway. Download
design, which there is. The design, the adventure would be
often with 3D games, they look smooth and enjoyable if it wasn’t
too plain and blocky. Also, some for the terribly slow dialogue cut
of the textures of the objects scenes. Another nice addition is
clash with others and it really the array of tricky bosses that
makes the game unpleasant to meet the player throughout the
look at. The menu visuals are quest, breaking up the adventure
okay, but they’re nothing special into manageable chunks.
either.
The graphics are particularly well
The music is nice and enjoyable. done in this game. Even though
The main loop in the game is the game is retro in appearance,

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REVIEWS
GMTECH EXCLU
SIVE
INTERVIEW WITH: THATGAMECOMPANY
The team behind 'Flower' - the video game version of a poem
with someone. Simultaneously, digital
distribution was just taking off. XBLA had
'thatgamecompany' was founded in the launched, PSN and Wii-Ware were around the
Spring of 2006 by Jenova Chen and Kellee corner, and Steam was really exploding.
Santiago, two graduates of the University Publishers were starting to look for unique
Southern California Interactive Media MFA content to distribute in these new channels,
program. They are the team behind the multi- and that’s how we came to talk to Sony.
award winning student game, “Cloud,” they
aim to make video games that communicate We were asked to pitch a version of “Cloud”
different emotional experiences the current for the PS3, but we thought, “when might we
video game market is not offering. We spoke ever get the opportunity to talk to these
with President Kelle Santiago and engineer people again?” So our presentation opened version of a poem”- what exactly does
John Edwards. with about 25 minutes of us talking about that mean, what exactly is this game?
how we wanted to change video game [Kellee Santiago] We think of “Flower” as a
[1] Tell us a bit about how design, and how we wanted to make games video game version of a poem because,
thatgamecompany came to life, the that would push the communicative unlike games that spell out the story through
reason behind the name, and the sort boundaries of the medium. I can’t even cinematics, the player in “Flower” is
of things that you were thinking about imagine what those Sony executives were presented with images of a stressful urban
when putting together the company. thinking., but that pitch led to a three-game environment, which is contrasted by the
[Kellee Santiago] Jenova Chen and I started deal for the PlayStation Network! actual game space, in which you play as
thatgamecompany just as we were petals on the wind, flying through serene,
graduating from the MFA Interactive Media As for the name, “Cloud” we created the url imaginary natural landscapes. As you move
program at the University of Southern http://www.thatcloudgame.com, so it became through the game, the contrasting images
California. It’s a three year program, so we a bit of a running joke. When Jenova and I sat become more tightly woven, and we invite
had known each other for a while. While down to think of company names, my the player to interpret the meaning for his or
working together on the student project brother started texting me to see what I was her self. “Flower” has also been described
“Cloud” we realized that we had very similar up to. When I told him we were trying to as "a dance". It changes slightly depending
interests and goals for what we wanted to do think of names for the company, he on the player and what they bring to the
in the video game industry and that we were responded with, “oh, thatgamecompany?” game.
very good at working together for long And it just stuck!
periods of time, a very important trait when The idea for “Flower” grew organically, no
you are thinking about starting a business [2] Your latest game 'Flower' was just pun intended, from a number of inspirations.
released. You describe it as a “video game One was to try and capture the feeling of
being in a large flower field; to capture both

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Continued: Interview With thatgamecompany

a sense of beauty when you see them all, intimate feel to it. deadline and never once "crunch" (meaning
but also the visceral feeling of being up close to involuntarily work longer than a normal
to an individual flower. If you do a Google [3] Your first game was only available work week). It turns out, for us there wasn't
image search for “flower” you discover on PC, then we saw a two year gap any magic to it. Quite the opposite in fact. It
photographs from people all over the world, before you released 'flOw', then was just a matter of periodically going
all fascinated with this aspect of nature. another two year gap before you through the tedious process of listing every
Technically, it was an exciting challenge. released 'Flower' - how do you go about single task left to make the game. The
What would happen if we took this aspect of planning your projects in order to reach "details of the task" lists were often wildly
video games that is normally an afterthought a set deadline? inaccurate, but the picture they gave of the
on the edge of the world, the bushes and [John Edwards] Planning is something we overall scope of all our features was
grass, and put it right in front, and make the haven't always been especially good at, but invaluable for helping us decide what was
entire game about it? to be fair, we spent most of that time truly important for the feeling of the game
between Cloud and flOw finishing school! In and we could cut out.
What I really like about “Flower,” though, is fact, Jenova and Nick built the Flash version
that it feels like a very personal expression of of flOw in a couple months while they were [4] You work with Sony Computer
Jenova’s. The story and the themes that are still in school, and then the team spent Entertainment to create games for the
expressed in the game really evolved from seven and a half months building the PS3 PS3 Network, what lead you to make
what I see as his current interpretation of the version immediately after graduating. FlOw this leap from PC to making PS3 games?
world around him, and the game invites the was the first commercial game any of us had [Kellee Santiago] Part of it was that SCEA
player to participate in that space. It has an ever worked on from beginning to end, and made us an offer we couldn’t refuse! Not
consequently the first time we'd ever had to only was a three-game deal a great offer for
plan out production. The plan was actually students just coming out of school, but we
pretty good, assuming Nick was three people also clicked with the people at Sony Santa
and we were on Pluto, where days last 154 Monica immediately from our first meeting.
hours. On Earth, flOw took twice as long as We had pitched to and spoken with a lot of
we originally intended and had half the publishers before them, and I remember
features, and left the team delirious and after our meeting in Santa Monica Jenova
ulcerated with the insane hours and constant and I hugged each other in the parking lot.
stream of worried Sony producers passing Finding a publisher is similar to finding a
though our offices. business partner, because they are very
much collaborators in the development
After taking some time and Pepto Bismol to process, so you want to work with people
recover, we decided planning would be one who really get what you’re about. And they
of the main areas we focused on for Flower. got it.
As a result, we were able to hit every

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Continued: Interview With thatgamecompany

Technologically, the benefit to working on appreciating emotions or simplicity. In fact,


consoles is that you know exactly what everyone on our team could have been
system your players will be using, which is considered a hardcore gamer at one point in
very different than in the PC market, where their lives, and most of us still are. We all
you have to worry about connection speeds, grew up playing NES (or Sega Master
video cards, processors, and all the possible System, in my case). We understand what
combinations of parts. While there were still makes Halo, Madden and Metal Gear so
plenty of technological hurdles to overcome good. But as we've gotten older, it's gotten
on the PS3, in some ways it did allow us to harder and harder to devote the time
focus more on the creative side than the necessary to truly appreciate traditional
trenches of debugging a PC game. games.
never specifically say, "Okay, throw this
Over their 40-year existence, video games feature in for the hardcore gamers, and that
have built an extremely complex vocabulary. feature in for the casual gamers." The hard
And not just things like 1-up, d-pad and part is trying to build games without relying
deathmatch, but also: enemies die when you on hardcore gamer conventions. Partially
jump on their heads, red barrels explode because, being hardcore gamers ourselves,
when you shoot them, and your health it's so easy to slip one in without even
regenerates completely after 5 seconds. realizing it, but mainly because abandoning
Learning and retaining the language of the existing gamer language requires that
games takes hours a week. Most people we invent a new one. The task is so hard, in
have never learned game language or have fact, we still get this wrong all the time.
lost touch and forgotten it, and so all the Flower is littered with hardcore vocabulary.
[5] You create 'core games', a mix good material in modern games is Luckily, we aren't the only ones working on
between hardcore and casual, would completely inaccessible to them. If you can't this new language for games. The indie
you say it is harder to go about catering read English, Shakespeare is no more scene is full of games exploring all sorts of
for two different sets of gamers, or fulfilling than the back of a cereal box. We're directions, many focusing on the same kind
easier as you have no set guidelines for trying to take what's so great about games of accessibility that we do, Knytt by Nifflas
a specific audience? today and translate that to a format that being a prime example on the Game Maker
[John Edwards] We try to make our games doesn't require extensive study and practice Community.
emotionally engaging and accessible. While to enjoy.
many hardcore games focus on different [6] After spending months working on a
goals than ours, that does not mean So, our job is not made harder by having to game and you are set for release, what
hardcore gamers are incapable of cater to two different audiences since we is going through your mind, what are
don't cater to two different audiences. We your hopes and what are your fears?

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Continued: Interview With thatgamecompany

[John Edwards] I think what you feel right month before the Game Developer's
after a game comes out is very personal, and Conference, and both times that's been
it's different for everybody. So, while I love where everything sunk in and I felt ready to
almost everything about making games, move on to the exciting planning phases of
release is one of the toughest times for me. the next project. For Flower, specifically, it
You spend the last two months of a project was also when I began to really appreciate
in "beta," or "code complete," meaning you the positive player and press responses,
can no longer make any changes unless you because Flower represents a type of game
are directly addressing a bug reported by the that I want to play, and the warm reception it
Quality Assurance team. This puts you in a got will hopefully encourage more
strange place psychologically, because to developers to make tight, short, emotionally-
hunt down bugs you're forced to play focused games.
through the game over and over again,
constantly reminded of every poorly [Kellee Santiago] Yeah, my feeling when the still would have been successful if you
conceived design or missing feature, but game is released is that I’ve thought didn't go through the university route?
completely unable to do anything about it. everything there is to think about the game, [Kellee Santiago] Absolutely. The USC
This process rapidly erodes any hope that good and bad, so it’s just a matter of what Interactive Media program is housed in the
the game does, in fact, have some aspects will other people notice. Something School of Cinematic Arts, and during our
redeeming value, to the point where all you that pleasantly surprised me about the three years we had to study film production,
can think if you read initial positive reactions release of “Flower” is that now that we have fundamentals of animation, screenwriting,
is, "No! Don't you understand how bad this both “flOw” and “Flower” out as a studio, and critical studies, in addition to our classes
is? Can't you see that so much is missing!?" people are really getting a sense of who on virtual reality, mobile media, interactive
There's also an element of Stockholm thatgamecompany is. That feels really great; installation, and of course, game design.
syndrome, where throughout the project's to be at a point where we’ve been successful Having this rich background in media feeds
development, there’s been a lot of blood, enough to build a small library of games directly into the games we make at every
sweat and tears poured into it and you really under our banner. level, from inspiration to execution. I think
should be relieved to be done with it, but now we are seeing an explosion in critical
you're just not ready to let go, and you feel [7] You started the company after going study when it comes to games, but at that
listless and lost for a couple of weeks. With through the University Southern time, even studying it in school seemed too
any luck, something will go terribly wrong California Interactive Media MFA fluffy. However, going through school
right after launch and you'll have to jump program. Do you feel that the extra allowed us to mature as designers much
back into the code to patch it up. years you spent studying helped shape more rapidly than if we had been working in
where you are today? Do you think you the bowels of some large studio for that
FlOw and Flower were both released about a same amount of time. We also made great
contacts and friends in the industry, who we
keep in contact with and who we still use as

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Continued: Interview With thatgamecompany

sounding boards for our ideas. simultaneously, and then intelligently


your ears. A large part of Flower's game
merging the two different versions.
play was prototyped in Microsoft's XNA. The
[8] What are your tools for developing? Depending on the project, we use a variety
idea is to always use the simplest tool that
What are some of the previous ones of different editors and compilers, but we
can get the job done, but no simpler. Of
that you have used and dismissed as always use Perforce. It's also free to use on
course, this is something we almost never
you don't like them and found their networks with 2 or fewer simultaneous
get exactly right. We learned the hard way
price tags ridiculous considering they connections, so I use it at home for my own
during one of our game jams that PHP and
didn't work well? projects. If you have a large team and can't
mySQL are not good tools for making a real-
[John Edwards] Our most important tool has afford the $750 licenses, CVS and Subversion
time multiplayer game. We also learned that
a ridiculous price tag, but it's so useful it's are good free alternatives. It seems like very
big fancy scheduling tools like Microsoft
worth it: Perforce Source Control. Source few indie studios use source control, which is
Project are cumbersome, and you're
control keeps track of every version of every a shame, since it's such a productivity boost.
generally better off with a simple Excel file or
file in your project, so you never have to It takes a week or two to get really
even stickies on a wall.
worry about a temporary experiment or a comfortable with, but after that you can't
misguided optimization ruining everything. imagine working without it.
If something goes wrong, you can just revert
back to the last known good version. Source For production, we use all the standard game
When we begin working on a game, we start
control also makes it easier to share files developer tools: Photoshop, Maya, Visual
with a single simple emotion or feeling. For
between team members, by either Studio, and so on. On Flower, we also built
Flower, the feeling was standing in a wide
preventing multiple people from working on some of our own tools, such as our level
open field of Flowers. Development is all
a single file at the same time, or, in the case editor, Gardener. For prototyping, the best
about exploring that feeling, and figuring out
of text files, allowing two people to work tool is free, and it's sitting right between
how to most effectively convey it through a
game. We try to pick feelings that are
relatable, but if some people don't like the
particular feeling, that's okay. Not everyone
likes standing in a field of flowers, but maybe
they'll like the feeling of our next game.
John Edwards

thatgamecompany
Website

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EXTRA

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EXTRA

GM CLASSICS
HOVER TANK 3D Download

I n Game Maker, games that are 3D


have always been limited by the
power of the GM runner and the artistic
increased since it was completed. I
definitely think that the multiplayer would
have to be re-written, and maybe a bit more
skills of the developer. Compared to polishing applied to the overall game, but
Crysis and Unreal Tournament, GM's 3D generally I think it's still a decent addition to
capabilities are extremely poor, and the the Game Maker collective.”
majority of GM developers are sadly and graphics to a good use”.
lacking when it comes to true artistic So did the final game match his original
talent. vision? “The trees in the game and the look As if creating one of the first (and best) 3D
of the buildings are almost exactly how I games with Game Maker wasn't challenging
Being mainly young teenagers, many pictured them many years before it was enough, he decided to also add fully
current GM developers have been inspired even possible for me to do such things on functional online modes, and this wasn't
by these high-poly, processor intensive the computer.” without it's problems. “The multiplayer
games, and are understandably portion of the game used an older DLL (I
disappointed when it turns out that GM is think it was called WinSoc, or something like
nowhere near as powerful. However, Martin that) which used another GMC member's
Crownover (aka FredFredrickson) got server to direct communication between
inspiration for HT3D not from these mega players' games. Unfortunately, the
budget games, but from the older more proprietor of this system became
basic ones. “Back around the time that I disgruntled by all the complaints GMC
had discovered perspective drawing, 3D members had, so he turned off the system,
graphics in more mainstream games were and as you would expect, anything that used
also starting to appear. The original SNES it was instantly broken. HT3D's multiplayer
StarFox, and an older PC game, which I was included in the casualties, and at the
believe was called JetFighter II, inspired me time, the thought of re-writing the entire
a lot”. thing to work with a different system that I
didn't know was daunting”. But Fred didn't
Even today, 3D games made using Game For years, Martin had dreamed about let this put a stop to his making the game he
Maker rarely manage to be as slick and making a similar game, and with the release had dreamed about ,“After a break of a few
polished as HT3D, but how does it compare of GM6 and its 3D capabilities he had his weeks, I decided that I shouldn't give up,
to most 3D games? “I think HT3D would still chance. “It was quite incredible to me to be and began looking for an alternative
receive a fair reception, though the able to make something I'd dreamed about multiplayer solution”. Using a GM helper
expectations for better graphics and sound, years before, and I was excited to finally be service he met the user Fox-NL (Wilco
and more complex game play have able to put some of my skill in 3D modeling
WWW.GAMEMAKERTECH.INFO ISSUE 16 - JUNE 2009
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EXTRA
Continued: Hover Tank 3D HOVER TANK 3D 2?
In a previous issue of GMTech to just throw some new
we featured a preview of graphics into the old engine
Schoneveld), who taught Martin how to use On a broader scale however, I Hover Tank 3D 2, since then and add a different story, but
39DLL as a replacement for WinSoc. never felt like I was really there hasn't been any news I want to do something better
Together, they got the multiplayer portion of breaking new ground with on it, so what has happened than that. Unfortunately, I
HT3D sorted as well as then going on to Game Maker, because I to it? Fred explained; "I do haven't had as much time to
create the Reflect Games registration wasn't seeking out other 3D have plans for it, but progress work on things as I did with
system that has been used by over 8,000 games while I worked on it. I is slow. I've been working on the first game, so I haven't
people. “So I guess you can say that if didn't want to be tempted to assets that I might use for been able to get as much
WinSoc wouldn't have been turned off, I borrow ideas from other HT3D2 for some time now, but done yet. I haven't
would have never became friends with Wilco people, and I felt that I had I haven't come up with a firm abandoned the idea though,
and probably would have never created enough ideas on my own. A idea of what exactly I want to so hopefully I'll have more to
Reflect Games”. lot of HT3D was developed do with a sequel yet. It's easy show sometime in the future!"
within the vacuum of my own
It was one of the first large scale 3D games process, and from the
in Game Maker, did Martin feel like he was feedback I got from the WIP
breaking new ground while developing it? “It topic I had for the game; I was mostly
did on a personal level, because I was finally unaware of what others were doing with
working on something that other people Game Maker's 3D at the time.”
seemed to be interested in, and something
which I found very interesting as I learned Martin had to learn many new things for the
new techniques and added new things to the development of HT3D as he was finding out
game. about GM's 3D functions for the very first
time, but this helped motivate him
further. “In some ways, I liked the
challenge, it was fun to see ideas go
from some drawings on paper to
something I could actually play on the
computer. I like to try to encourage
people to make the game that they
want to make, and then worry about
whether or not people will like it, but I What are your classics?
can't deny that finding people who If you have a particular game you'd like us to
support you, and who give good feature here (must have been first released
advice is a big help. at least over 2 years ago), you can get in
touch with us in the usual ways
(email/forums/PMs).

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EXTRA

ADVERTISEMENT WORTH A LOOK


Jub Jub talks about his GM Highscore
website
Game Maker Highscores (GMH) is a free tool
that enables anyone to add online highscore
capabilities to games designed with Game
Maker 7.0 Pro. Unlike other online highscores
systems, GMH was designed from the very
About a month later, the website was ready,
start to be easy to set up and use.
and was announced online.
Game Maker Highscores allows games to
Within the next month, the Game Maker
access scores without opening a browser
Community posted more than 30 comments
window, so that gameplay is not interrupted.
on the GMH topic, and over 50 games were
Netread.dll is used to access the highscores.
registered with GMH. In March 2009, the site
This is implemented as simply as possible, so
was moved to gmhighscores.com and was
that it would be easier for users who are new
rebuilt so that highscores were easier and
to Game Maker.
more secure. The site is still at
gmhighscores.com today.
GMH also uses a verification system for
submitting highscores. This helps protect
As of May 2009, GMH serves over 160
against users hacking into the highscore
games, 120 users, and 2500 highscores. The
system. Various security features have been
GMC topic has almost 100 comments, and
implemented recently, including blocking
the GMH helpdesk has been used
highscores submitted by using a browser,
extensively. Check it out at
instead of netread.dll.
gmhighscores.com, and stay tuned for the
many updates soon to come!
This program has its start six months ago in
August 2008 by the creators of the site as
something for their own use. It was then Visit Website
located at gilsoftware.net and some users
found that it was either hard or impossible to Get In Touch
submit their highscores. Have you made a new Game Maker related
website, forum, or even a useful application,
Game Maker Highscores began to take shape and want to write about it in this column?
in December 2008, when the developers set Then get in touch with us by posting on our
off to design something so that others could forum.
create online highscores quickly and for free.
WWW.GAMEMAKERTECH.INFO ISSUE 16 - JUNE 2009
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EXTRA

BE PART OF GMT LEGAL STUFF Copyright


The Game Maker Technology Magazine is
Corrections
GMTech Magazine is happy to correct any licensed under Creative Commons license.
Join The Team published errors. If you spot any mistakes This means you are free to copy, distribute
Becoming a part of the GMTech team is easy. and would like to alert the editors to them, and transmit the work. This work is for Non-
You just need to be a good writer and send a message to Commercial use only. You are NOT allowed to
competent with GM. Simply make a topic in gmtech.magazine@gmail.com outlining the alter, modify or build upon the work
the Join The Team forum and we'll set you a error, including the correct information. contained in the magazine.
little a test. Once accepted, you can be
proud of the fact that you're part of the We will endeavour to correct any published
longest running Game Maker magazine. errors as quickly as possible.

Join The Team Thanks

Freelance
You don't have to be a staff member to get
your writings into GMTech. You just need to
CLOSING
If you're reading this, I'm presuming you
post that you have written an article for us
haven't actually read the entire magazine,
on the GMT forums, then we'll get in touch
but I hope that you've enjoyed what you've
with you. As long as it's of a high quality we'll
read so far. The interview with
put it into the next issue. This is a great way
ThatGamesCompany is probably the longest
to contribute without having to commit to
article we've ever had!
the team or if you have less time to spend
writing.

ISSUE 17
Looking to the future, a new version of the
DTP (DeskTop Publishing) software we use is
Submit An Article
coming out soon which will allow us to keep
on improving the look and feel of the Coming soon...
Website magazine.
You can download and read all of our issues
from our website, as well as find out more All that remains is for me to say thank you to
information about GMTech. News about all the writers in the magazine and to
GMTech is always posted there first. everyone that have (or will) encourage us. A
special mention should go to some non staff
www.gamemakertech.info people: Elmernite, ToadFrogs and Giorgio.

Tim (aka Timoi)


Assistant Editor
WWW.GAMEMAKERTECH.INFO ISSUE 16 - JUNE 2009

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