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soyer_dev

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A member registered Jun 03, 2021 · View creator page →

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I use it in commercial projects, which I plan to release next year. A detailed explanation "how it works" will be provided later here https://www.soyerdev.pl in the Projects section. 

To understand how it works, you define your own physics principles, such as acceleration, friction, velocity, and the mass of the ball or any other object. These factors determine the energy transferred on impact, which affects the net’s color when hit. Each fiber of the vertex mesh has its own health points; when they are depleted, the net breaks.  

You can search and buy ready to use code or you can read publicly available articles, for example: link 

So if you’re using GameMaker, you can go with arrays, structs, or constructors. I tested all of them, and honestly the old-school approach, mostly arrays with a bit of structs, works best in GM. It’s the most efficient and gives the best FPS. 

I’m currently working on a website where I’ll be explaining things in the Projects tab. The site is still under construction, so it’s more like a prototype with random projects from my disk or the Internet just for testing purposes. 

The frontend is built in GameMaker, while the backend uses PHP, SQL, and some JavaScript.

https://www.soyerdev.pl

Okej :D 

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yes. I used my previous projects: soft body grid and match-3 diamond dahsh grid:
https://soyerdev.itch.io/softbody-in-gamemaker

https://soyerdev.itch.io/diamond-dash-bricks

It's not perfect yet, but I'm still proud of it. Basically, I dream of being able to work and publish games on Steam or wherever, and live a peaceful life. My life goal isn't wealth. Simply put, being in love with my girlfriend brings me much more happiness. ;) But besides love, oxygen, water, and food, you need money. Basically, if you don't have money, the only thing you have of those things is oxygen. ;)

Oh, thank You! I used several extensions there. I created a PHP infrastructure that automatically loads projects from the server and thumbnails like on YouTube. For example, I upload a GameMaker game export (any kind) and a screenshot to a hosting site via FileZilla. It automatically lands in the Games tab with a thumbnail from that screenshot, and you can play it as embedded JS code, just like on Itch. All of this triggers a control in GameMaker, which sends and receives packets from PHP files on the server. The latest versions of GameMaker are quite good and fast. So, I called this look with animations and gradients Juicy Frame, and I've been building other projects based on it, which I've been planning for years.

Anything's possible :) Just read up on how the old-school backend works, i.e., PHP and SQL on the server hosting the website – that's how I do it here: www.soyerdev.pl. I'm building an MVP for investors. The entire front-end is in GameMaker. The Windows version also has C++ extensions, and the Android version has ext in Java to improve display on the device, touch detection and other stuff, because GM is weak when we go into the mobile. I was thinking about writing articles and recording some tutorials, because why not? But I don't have time right now. I'll probably do that in the near future, as there's very little material available on what you can do with GM in terms of networking

.

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I've been working on Game Maker projects for 20 years, since version 5.3. Im that old xD I have thousands of smaller and dozens of larger projects, created several client-server frameworks (gamemaker front, php + sql backend), and write GameMaker extensions in C++ and JS, as well as Java for Android. I've been around for a while now. I wrote my own firewall, which I use. I've simply never released anything; it's a difficult task for me. And if you want to do something cool in GM, look in books or articles written in other languages—once you understand how GML works, it's quite easy to adapt. The only thing I don't like are shaders, but I've also written or adapted a few open-source ones from GitHub. GitHub is a goldmine of projects—I've downloaded about 20,000 GameMaker projects over the years via the GitHub API and this is why I created GM multi converter for this. ;p

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jak dostałeś kasę na tę grę? dałbyś mi jakiś kontakt do siebie? Mam kilka pytań odnośnie tego.

"Nothing is available for download yet."

Thanks :D And I am still waiting for 

OBSIDIA demo :D 

The game is juicy.
Steam page is vell done.

Good job!

Is there a free demo on Steam? It was mentioned in the Steam trailer.

So I just updated that :P

I have an updated version, but I never published it. I think AI makes it useless, as anyone can generate similar code using claude or gpt. So I stopped doing it.

GameMaker has ProjectTool in CLI version i and publishes its manual: https://manual.gamemaker.io/monthly/en/IDE_Tools/Project_Tool.htm so it uses ProjectTool and parsing some data then. ;)

looks nice :D Demo please! :)

data.win error in the zip file - its broken

:( I should report this! 🥹😅

demo? ;)

demo? ;)

mMrPlutonium.zip and MrPlutonium_0.2_HTML.zip these updated files are both HTML versions...

any download link for windows version?

any demo for windows?

nice! I like juicy games ;) Good job.

will you reupload it?

there is an error while unpacking the archive. 

 Nice. Maybe tutorial? ;)

Thanks <3

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thanks, this is just a prototype. 

First, the game itself has states, e.g. Intro where the blocks fall down in a cascade, 

for the cascading effect I use a for loop and a slight delay - here I create blocks that start falling with this delay

for(var i = 0; i < 8; i++) {

for(var j = 0; j < 8; j++) {

var delay = (i + j) * 3;

however, in the game outside the intro, the blocks just fall normally, without this cascading like in the intro.

var all_in_place = true;

for(var i = 0; i < 8; i++) {

for(var j = 0; j < 8; j++) {

if(instance_exists(game_brick[i,j])) {

if(game_brick[i,j].falling || game_brick[i,j].fall_delay > 0) {

all_in_place = false;

break;

}

}

}

if(!all_in_place) break;

}

if(all_in_place) {

game_state = GAMESTATE.PLAYING;

last_superpower_time = current_time;

}

exit;

}

Here the variable fall_delay is related to another problem that this variable solves, but it would take a lot of explaining.

for now i'm using a game controller and a brick object, but i'll change it to strucks soon to have only 1 controlling object. I use ds_stack, ds_lists and ds_grids.

python! Is there any chance for the source code? 

license?

This is part of the barrier/energy shield mechanic. If you shoot with the left mouse button, the energy shield will react to collision.

what is the password?

you should upload yyz file, not yyp, yyp file is worthless

you should upload yyz file, not yyp, yyp file is worthless

you should upload yyz file, not yyp, yyp file is worthless

you should upload yyz file, not yyp, yyp file is worthless