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January 10th, 2013
Comments Off on New Game: Shape Breaker
project0-screen

New Game: Shape Breaker

 

Download for Windows, Mac, and Android

Download directly to Android

edit: Mac doesn’t work! To get it on Android, you need to put the .apk on your phone–email or dropbox are the easiest ways, or it may work if you just download the above link on your phone browser.

It’s a simple-but-nifty puzzle game about cutting shapes. The shapes are randomly generated, so the game can go forever.

Games I’ve made for classes have been historically hit-or-miss, since it’s so reliant on conditions at least partially outside of my control like the team I’m with and the ability of the group to plan well for the scope of the class. But this is one I’m really happy with, for a class I’m actually pretty excited about being in! Mostly, I guess, because its focus is on small teams making very small games with emphasis on strong game design over production values. This particular game I made by myself in about a day, with some polish and smoothing done intermittently on a 2nd day. I’m planning to possibly come back to this game for a more full-featured mobile release after I get Sling It! out.

Pollushot Timelapse + New Crazy Over Goo Art

My iOS game now has a working title, Pollushot. Here’s a video of me making a new enemy from scratch. No editing was involved, this is the speed at which I actually work. Stick around to the end to see some regular-speed gameplay footage.


MEANWHILE, after a number of comments on Crazy Over Goo flash I underwent an epic adventure that involved redoing all of the graphics in the game in the span of a couple weekends. PHEW. The new art style takes after the one I implemented for Pollushot, and will hopefully turn our luck around with getting the kind of bids we’re looking for. Here are some screens of the new style.

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It took a lot of time and energy in a painfully short period of time, but I’m really happy with the results.


Hey, you guys remember Prophecy? The dude who made the soundtracks to Escape from the Underworld, Assassin Blue, Dubloon, Crazy Over Goo, and Wolf? Well he’s now AKA’d as Jason Covenant and he’s launched a new site after being mostly inactive on the internet for several years.

I urge you to check it out.

Oh, and did I mention that he’s got some bangin’ new music with new track due weekly? Yeah.

Assassin Blue 2: Red’s Revenge (April Fools)

Hey everyone, just a quick announcement.

Remember all those times people begged me for a sequel to Assassin Blue? I get messages constantly–it often feels like daily–from fans asking when the sequel will be finished. And I’ve always told them it isn’t happening. I’d made it publicly clear that I had no intention of making a sequel, and never was going to, but fans persisted.

Well, I lied then. Assassin Blue II is well into development, and today I’m ready to reveal it to the world. This is just a screenshot; you can expect the full game later this week.

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APRIL FOOLS

March 29th, 2010
Comments Off on CowboyKilla – Complete!

CowboyKilla – Complete!


CowboyKilla
A collaboration between Banov and Andrew Brophy for YoYoGames Comp 05. The game also features a soundtrack by the incredible Lil Vypa.

The game’s a hardcore bloodbath action game with hordes of enemies and lots of sweet weapons to kill them with. Controls are arrows + Z. Have fun!

File Size: 9.9 MB
Download Links:
Mirror 1:
GameJolt
http://gamejolt.com/freeware/games/action/cowboykilla/1406/

Mirror 2:
YoYoGames
http://www.yoyogames.com/games/111571-cowboykilla

Screenshots: (Click to enlarge)



Video: Here.

Credits:
-Game by Banov & Overboy
-Music by Lil Vypa

Comments and constructive feedback are greatly appreciated!

Dubloon – Final Demo!


Dubloon
A point-n-click pirate RPG adventure game in the making. There are dungeons, bosses, sidequests and secrets in a huge explorable world.

This is the final demo; the next time I release an update, it will be the finished game! Please play, enjoy, and share your thoughts!

Information
Title: Dubloon
File Size: 19.6 MB (9 MB version also available; see below)

Download Links:
Mirror 1:
GameJolt
http://gamejolt.com/freeware/games/rpg/dubloon/254/

Mirror 2:
YoYoGames
http://www.yoyogames.com/games/show/83854

LowFi Version:
Recommended for users with a slow connection. This version has low quality music, but is only a 9 MB download.
LoFi Download

Walkthrough:
If you’re really stuck and don’t know what to do or can’t solve a puzzle, you can consult this.
Walkthrough (For Landlubbers)

YouTube Trailer:

Screenshots: (Click to enlarge)

Credits:
-Game by Banov
-Music by Prophecy

Comments and constructive feedback are greatly appreciated!

The Games Just Keep Coming

Happy Two Thousand and Ten!

I’m pretty bad at posting here regularly, so I’m going to give you guys the down low on what I’ve been up to.

Dubloon


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Progress has been slow but steady. I have a lot of content planned for the next update, so it’s still looking far off from now… sorry to those who are waiting on that. I don’t want to talk too much in detail on what happens next in the game, but I will say that the end of the game isn’t going to be too far off. After this next release, there will be maybe one or two more before the game’s finished. In the meantime, I’ll let screenshots speak for themselves.

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iPhone


I’ve spent a lot of the month of December trying to make serious progress on my iPhone work. I found a great game development/physics engine called Cocos 2D and I’m going to try and master that. I want to recreate Crazy Over Goo–or something like it–on the iPhone interface and sell it on the app store. Of course, for now, I’m still figuring out how to do simple things like launch objects on the screen. The iPhone is a bit harder to use than Game Maker, I’ll say that much.

YoYoGames Comp 05


For the first time in my game making career, I’m going to enter a serious competition. You can read the rules here, if you haven’t seen them already. What is perhaps most exciting about this next game of mine is that it’s going to be a collaboration between me and Andrew Brophy aka Overboy aka AndrewAP. No details yet, but the game we’re planning is seriously awesome and will probably win, especially over anything that Brod makes.

Banov OUT.

Finally, Some More Dubloon!


Dubloon
A point-n-click pirate RPG adventure game in the making. There are dungeons, bosses, sidequests and secrets in a huge explorable world.

My apologies for the slow updates; computer problems and life business had slowed down progress. But I can safely say this is the biggest update to the game yet. Please enjoy and give me back your comments!

Information
Title: Dubloon
File Size: 6 MB
GM Version: GM7

Download Links:
Mirror 1:
GameJolt
http://gamejolt.com/freeware/games/rpg/dubloon/254/

Mirror 2:
YoYoGames
http://www.yoyogames.com/games/show/83854

Walkthrough:
If you’re really stuck and don’t know what to do or can’t solve a puzzle, you can consult this.
Walkthrough (For Landlubbers)

YouTube Trailer:

Screenshots: (Click to enlarge)

Credits:
-Game by Banov
-Music by Prophecy

Comments and constructive feedback are greatly appreciated!

January 19th, 2009
Comments Off on My Next Game…

My Next Game…

…Looks like it might be this!

No title yet, but this is some kind of puzzle/physics/platformer thing. You hold down the mouse to aim and release to fling the little yellow goo ball through the air. A lot of focus will be on different level gimmicks/mechanics, like blocks you can stick to.

I’ve been playing around with this for a couple days now, don’t know how much time I’ll have to work on it in the coming days/weeks. I might skip the WIP release and just put this out when it’s finished, at the rate it’s going.

Assassin Blue: Behind the Scenes Part 1

If you’re here now, it’s probably because of the recent popularity of my game, Assassin Blue. When I made Wolf I included my commentary as an unlockable feature, but there was no such thing in Assassin Blue… so I’ve decided to talk about the game’s development here.

The Origins of Blue

Blue was a character I actually conceived of 2 or 3 years before I even started work on Assassin Blue. He wasn’t called Blue, either. At the time I’d been working on a classic-style RPG like Earthbound or Dragon Quest, and I was coming up with character designs for the party. These images have been previously unreleased…


Walking animation

See the third character? That’s Blue! And for the record, yes, the fourth party member is Kylie, the one and same heroine of Wolf.

His original design was virtually identical to the one he has today, down to his character. He was a boastful show-off with a strong moral compass, trapped in a promiscuous line of work (in this case, thievery). In addition to having the flashiest sword attacks, he provided healing spells for the party, making him one badass cleric.

Around the time that game was being developed, a big game idea was forming; why not make a Super Smash Brothers game using game maker characters? I was among the first to submit a design…


This was his first time being sprited for a platformer. I think the idea stuck.

Even though he hadn’t actually made an appearance in-game, I tried to get him into the Smash Bros game. But as history tells us, both the Smash Bros game and the RPG were eventually discontinued and the mysterious Thief was never known.

…Or at least, until another game came along, called Wolf.


Wolf, my Zelda-esque adventure title.

The story of Wolf involves Kylie, a nice young woman, who inadvertently becomes a werewolf and kills just about everyone in her village. Now the game ends there, but originally I had some ideas for how to continue it. I had plans in particular for my old friend the Thief…


Blue as he was going to appear in Wolf.

His name was Hiro now, a twist on “Hero.” He was to act as a foil to Kylie. Officially, he was a monster hunter who caught wind of Kylie’s curse and pursued her. He was radically different from the Blue we know, however; he was interested only in his own glory and fame, and thought nothing of justice or the right thing, solidifying the irony in his name “Hiro.”

I had his first appearance worked out, too. Kylie was to run into a lady being attacked by monsters, but just before rushing to her rescue–SHLINK! Blue appeared from nowhere, killing the monster and trying to impress the two ladies with his arrogant gloating.


The lady he saves, infatuated with her savior. Kylie was wise to him from the start, though.

But I decided to keep Wolf short and simple, so I cut out Hiro and released the game. Months later I began working on Assassin Blue, focusing the game on the hero I’d spent so many years working with.

Getting the Game Going

Getting the game off the ground proved to be nearly impossible. I spent two short weeks programming the basic engine in April or May 2008, until I had a demo that looked like this…

With the balance of combat and platforming, I knew I was on to something, but I lacked the spriting skills to make decent tiles for the game. So I put out at least 5 team requests across various forums, looking for someone to join up with. I got an early response from a guy called Kindred, who worked with me to make some tiles for the game’s level 1.


The original level 1

The game was looking to be awesome, until Kindred suddenly disappeared off the face of the Earth. After he was gone for a month I put up all my team requests again, spending weeks looking for a response, slowly losing hope… To keep myself interested, I programmed the first boss, Riley, but even after he was finished I never got a response. Frustrated, I discontinued the project.

Then in July I found the old editable, full of potential but missing decent backgrounds. That was when the idea hit me; if I can’t sprite the backgrounds, why not hand draw them? And so was born the Assassin Blue we know today:


The game’s very first official release looked like this. Compare to today’s:

After about a week of backgrounding, level 1 was finished and was met with great success. With another week of work I turned my very first original demo into level 2, squoze the already-made Riley at the end, and the game’s first 3 levels were done. The rest is history.

One Last Fun Fact!


This was Red’s original character design. Seriously.

———

That’s it for now. Next time I think I’ll be doing something a bit more analytic, studying the game’s level design or story…

January 10th, 2009
Comments Off on A Look At My Favorite GM Games

A Look At My Favorite GM Games

Alright, so. I’ve been a member of the Game Maker Community for about 4 years now, and in that time I’ve played a LOT of games. I’d like to talk about my four most favorite Game Maker-made games of all time. These are in chronological order.

Grapnel by ArchMageOmega

http://www.yoyogames.com/games/show/522

Take Spiderman-Man, combine him with the famous Helicopter game, and you’ve got Grapnel. This is a game that somehow borders on perfection; completely engrossing, completely addictive, exhilirating, and amazingly simple.
This is a game I will end up spending hours playing, usually without even thinking about it.
It’s only flaw is in the unlockables; there are some really awesome ones that make the game even better (Accelarate and Rubber Floor, I’m looking at you) but many aren’t very good. Geting the money to buy an unlockable is hard enough, worse that the one you decide to buy might end up being a waste of time.

Clean Asia! by cactus

http://www.yoyogames.com/games/show/2358

Clean Asia! is seriously awesome. The story involves giant alien eyeballs attacking Asia, and so of course the only method to defeat them is to send a lone pilot out against them in a super-cool spaceship. Whatever.
The game has two different ships from which you can select, the Reflector and Attractor. Of the two, the Reflector is the more classic ship and was the one I used first. But the Attractor is where things get cool. Its only main attack is a short ramming attack. It can blast through parts of the enemy ship, shattering them into a hundred tiny squares… and then with the second button, it draws the enemy’s shattered pieces toward it, like a giant vortex of multicolored squares. Once you’ve got some enemy pieces floating around you, you can fire them one by one with the ram button, or–my personal favorite–just let go of the attractor, unleashing a storm of squares that does massive damage. And then, naturally, the enemy will shatter apart more and you’ll have more pieces to fling at him.
Combine excellent SHMUP gameplay with excellent vector-y graphics, three totally different totally crazy fun levels, and some kickass music to top it off, and you’ve got one hell of a game.

The Hanrahan Game: Final Mix by flying squire

http://www.yoyogames.com/games/show/16984

The Hanrahan Game is straight-up well made action with a storyline that is pointless yet engaging. The graphics and music aren’t spectacular but they work; the game does a good job at keeping things varied with many different locations and colorful environments. At the core this game is fun because of the awesome swordplay and enemy physics. When killed enemies go flying around in a hilrious mess, and you feel pretty badass running through a group of enemies, throwing them about like a demon. There’s also a nice subweapon feature that opens the doors to some really cool extra attacks (particularly those of the explosive variety). The only major flaw in this game are some poorly designed bosses.

Shotgun Ninja by cactus

http://www.yoyogames.com/games/show/27705

Shotgun Ninja sets itself apart from the other games on this list as being the only I’ve actually managed to finish. This is partly a testament to how short it is, but even more a testament to how much fun it is. Slippery platforming with some awesome features like sticking to the ceiling, combined with fun shotgun/grenade kills makes for really fun gameplay. The graphics and sound are awesomely retro, and the music is particularly catchy and fun. Not to mention a hilarious plotline and engaging level design.
The only moment in which the game loses its magic is during a couple of the particularly long levels; getting hit once kills you, and dying makes you respawn at the beginning of the level. This leads to some huge frustration, but the game’s sheer awesomeness made it bearable for me to play through the same level 15-20 times.

Those are my favorite Game Maker-made games. As I play more games of interest I’ll probably be posting about them here.

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