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Version 4.0 has been released

Get it here:
http://m484games.ucoz.com/index/m484gcs/0-34

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This is a huge update, which adds a lots of improvements.
The most important ones are:
- Object Template limit is now 1000, so there can now be 1000 different type of game objects, instead of the old 200.
- The Image System now supports multi-image "imagestrips".
- The "Energy Bar" feature has been finally added. (For both the Player Object and for the Boss Object.)
- Margin Scroll has been hugely improved, and it's "activation lines" now can be freely set in the Map Editor.
- Copy-Paste features added for the GFX-screen and Object List: You can now quickly copy-paste any Object or Image, and place them anywhere. This makes many things a lot easier and faster: making object animations is now about 10 times faster, and also making many almost similar game objects is now super-easy, because now we can simply copy-paste an existing object template instead of manually copying everything.
- "Turbo clone" feature added to Test Room. (this allows you to instantly create hundreds of game objects)
- And also again a lot of bugs have been fixed, some of which were pretty bad. :D
- + many other things.

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Added by: Master484 | Date: 2013-04-13 | Comments (0)



An update again, our game creator is now at version 3.2:
http://m484games.ucoz.com/index/m484gcs/0-34

This version corrects a few things, such as the weapon "power levels" (which now work OK), and the "lifetime" activation issue in scrolling games (now lifetime "starts" when the object reaches visible screen area, and not before) + some other things.


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Also, I made another "example game", which I named "Side Blaster", although I don't know if that will be the final name. It's a short demo again, but it looks quite cool and has some Advanced features.

Here's the download link for it:
http://m484games.ucoz.com/M484Creations/SideBlasterDemo2.zip

I'll later make this game downloadable from this site too, once it's more "ready".
Most likely I'll make a new category here for games made with M484GCS, we'll see.

Here are some screenshots:








It's a decent side scrolling shooter, which looks quite promising even at this prototype stage.
So try it out, I'll later post a more detailed analysis about it's features to the forum.








Added by: Master484 | Date: 2013-03-29 | Comments (0)


I have now created an Official Forum for this site.

Here's the link, it has been added to the Site Menu as well:
-----------------------------------------
http://m484games.ucoz.com/forum
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Added by: Master484 | Date: 2013-03-13 | Comments (0)


And a quick bug fix update right away, the latest version of M484GCS is now 3.1.
(The Object "Lifetime" attribute was broken; this small update fixes it.)


Added by: Master484 | Date: 2013-03-11 | Comments (0)






VERSION 3.0
  IS NOW READY


Get it here:
http://m484games.ucoz.com/index/m484gcs/0-34


So, we have now reached Version 3 for the M484 Game Creation System as well.
This is an important update, so I increased the main version number from 2.0 to 3.0.

A lot of things have been added: The control system has finally been upgraded to the 4 button model, Push Scroll Levels were added, the Player "Move Box" was added, and a lot of smaller improvements and bug fixes have been made.

Now the program can create most types of shoot'em ups: Static screen, Auto- and Push Scrolling, both vertical and horizontal. And then the new "move box" feature adds more flexibility to these basic models. Also making "collect them up's" should be possible, using the custom variables, but I have not properly tested this yet.

Also V3.0 adds a basic platformer capability, because the Player Object can now "jump", and can have "gravity", if these are activated from the game settings. But this feature is still under construction...I'll try to complete it for the next version. :)


Added by: Master484 | Date: 2013-03-11 | Comments (0)







Numegalogy V3.0 has been released, and you can download it here:

http://m484games.ucoz.com/index/numegalogy/0-21

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This update adds a new mode to the program, which is the "Woodcut Mode". This mode uses a brand new formula to create patterns which resemble woodcuts. It uses "tilesets" instead of the standard color squares to achieve that "woodcut look".

There are 10 tilesets available, which can be freely modified and changed by the user; the instructions on how to do this can be found in the folder which contains the tilesets. :)

Also a few other upgrades have been made; the Element Mode Sectors and Quadrants now display differently, a "reference screen" was added to the main menu, the graphics have been slightly improved, and some small bugs have been fixed. And also the program manual was updated.

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Added by: Master484 | Date: 2013-02-19 | Comments (0)


Ok, version 2.0 is now ready:
http://m484games.ucoz.com/index/m484gcs/0-34

This is a major update, which adds many new features to the program.

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Here's a quick copy-paste from the "Version History" file, which describes all the new things:


###########################
ADDITIONS and IMPROVEMENTS:
###########################


- Object Display Limit has been increased to 500 Objects on Screen.
  So the normal maximum amount of game objects on screen is now 500,
  and the "extra limit" for "special case objects" is at 550.

- The game Fonts are now located in "imagestrips" instead of many separate images.
  This makes modifying them easier and faster; the instructions in the Fonts folder
  tell how to do this.

- In the Visual Shell Editor, the Control Panel can now moved Up and Down.

- Added a "Preview Box" to the data screens.
  This box shows a preview image of the currently selected Object ID,
  OR if a Sound ID is selected, then it allows you to play the sound by clicking it.

- Added an "Item Pick Screen".
  This is a selecting screen which allows direct Object/Image/Tile choosing
  from a "preview pictures catalog". An icon leading to this screen has been added
  to all relevant control panels.

- Added a new Script Attribute: "Script Name"
  All Scripts can now be given a name in the "Edit Scripts" screen.
  This name will be displayed everywhere after the Script's ID number.

- Added a new Object Attribute: "Object Lifetime"
  Lifetime is decreased every frame, and when it reaches "0", the Object dies,
  and makes a Death Transform. The default Lifetime for all new Objects is "Unlimited".
  (This also replaces the old "Animation End Transform" attribute, which didn't work).

- Added two new values for the "Ignore Collisions" Object Attribute:
  1. "PLAYER COLLISIONS".
  This causes the Object to ignore all Player and Player Part collisions, but all
  other collisions will still be read normally.
  Useful for "background enemies", such as ground turrets.
  2. "ALL EXCEPT PLAYER"
  This causes the Object to ignore all collisions except Player collisions.
  Useful for "power ups".

- In the Map Editor, the "Show Panels" switch has been replaced with "Show Texts".
  Clicking it switches the help texts on-off.
  (The Game Panels are now always automatically drawn when in fullscreen mode.)

- And finally, many small improvements have been made to the Editor:
  In the main menu a title picture has been added to the top panel, and the
  "Save Project" flashing color has been changed to "gentle red" instead of "bright yellow".
  Also some further small additions to the data screens have been done, like some more
  "color coding", "blacking out" certain options in certain cases, and so on.

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Added by: Master484 | Date: 2013-01-30 | Comments (0)


Ok, here's the latest Version 1.2, the download links have been updated:
http://m484games.ucoz.com/index/m484gcs/0-34

This is a semi-small "preparation update", which adds some small things and makes some small bug fixes, which should make life comfortable while we're waiting for the next Big Update.

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Added by: Master484 | Date: 2013-01-02 | Comments (0)


Okay, so right now the M484GCS is at Version 1.1...
Some time ago I started making a "Demo Game" with it, but once again I decided to stop it, because the Editor is still too slow and clumsy to use...
The main issue in it are the many "ID numbers" for Objects, Scripts and Sounds; one has to constantly check the meaning of those ID numbers by going back and forth in the menus.
So a "visualizer" of some kind is needed for them.
And some other upgrades as well, to make things easier.

The next major update will hopefully add all these things, although first I might again have to make a minor update to address a series smaller problems that I found.
Time will tell.

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Added by: Master484 | Date: 2012-12-25 | Comments (0)






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I like the sea.
Listening to the waves calms the mind down.
All small thoughts disappear, and are replaced by just one big thought: the Sea.





Added by: Master484 | Date: 2012-12-20 | Comments (0)

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