#1
|
||||
|
||||
Game making beginner help
Never programmed a game in my life. I've done game art for 3 games, but now I'm wanting to do an independent game. I have minor (and I mean MINOR) experience in C++, but I really don't think that'd help me make a platformer (my goal) anybody got any tips, tricks, and sites that would help me get started for my help and the help of other budding game developers?
__________________
I have all the cookies but oatmeal. - 1UP
|
#2
|
||||
|
||||
I've never used gamemaker. Is it easy/good?
__________________
I have all the cookies but oatmeal. - 1UP
|
#3
|
||||
|
||||
Hacking the Super Mario World ROM is the best way to make a platformer easily, imo. There have been such advancements made that you can do pretty much anything you want with it. Here is a good example of the extents that can be reached.
www.smwcentral.net has pretty much everything you'd need to get started, aside from the ROM itself.
__________________
It's super dynamic cooking time! |
#4
|
||||
|
||||
Quote:
__________________
I have all the cookies but oatmeal. - 1UP
|
#5
|
||||
|
||||
Quote:
__________________
...
|
#6
|
||||
|
||||
Game Maker is a good place to start.
__________________
I'm just here for the Smash threads. |
#7
|
||||
|
||||
Quote:
I mean, this video shows highly professional stuff that can be done, you could've much better taken a more slightly changed video.
__________________
|
#8
|
||||
|
||||
Quote:
http://www.youtube.com/watch?v=vtvvw04gYfo Edit: Just for the sake of clarification that it isn't that professional, here's a list of things he did: -Made cut scenes by changing graphics and making it so you'd jump into a (downloadable) teleport block, leading to the next level. -Added a downloadable Metroid-style health system. -Added a patch so that Mario is always small. -Used a (once again) downloadable custom Birdo sprite and replaced its graphics with Celebi graphics. -Used a downloadable custom sprite that takes you to the next area when there are no sprites on the screen, or something similar to that effect. -Added new graphics. -Downloaded and inserted music that had already been ported.
__________________
It's super dynamic cooking time! Last edited by Dylan Yoshi; 17th August 2009 at 12:35 AM. |
#9
|
||||
|
||||
That was brilliant. I'll DEFINITELY look into hacking Mario. Thanks! Game maker too, if I decide I want to make money off of my games.
__________________
I have all the cookies but oatmeal. - 1UP
|
#10
|
||||
|
||||
So are there rom editors for other games. i.e. SM64.
Yes, i'm a newb =/
__________________
Smouvy-"Go to jail for a month or 2, it makes your asshole just as big again, if not bigger." |
#11
|
||||
|
||||
Yeah, there are for quite a lot of games. Super Mario World has the simplest level editor and the most varied ways to use it. SM64 has a level editor called Toad's Tool 64, but it's a lot harder to use effectively, and there's only been one full hack released for it so far.
__________________
It's super dynamic cooking time! |
#12
|
||||
|
||||
Quote:
VL-Tone is: -Fixing the 3d preview for the importer: it doesn't take into account the individual texture scaling values for now. -Adding a Mario proxy box/sphere to get an idea of Mario's size relative to the level. -The Level File format for custom levels has to be updated to include the new multi-texture parameters. -Allowing the saving/loading of level script objects (0x24 etc) in the level file. Partly done -Dealing with what will happen if you re-import an .OBJ file which has more/less materials, or where the material names have changed. -Adding custom backgrounds skies to imported levels. Currently working on it -Finalizing/fixing the sky bg swapper/importer/exporter. Currently working on it -Getting a working "transparency" GBI command header (without the rainbow Mario glitch). -Fixing the new Align/Copy/Paste menu options. Not fixed, but I've integrated them as buttons in the interface. -Revamping part of the TT64 interface to switch between modules (Level editor/Importer/Texture editor/Sky Swapper etc.) Done: screenshots soon. -ROM extender format update to have it 16 bytes aligned. Done: the new ROM extender will be released at the same time as 0.6 -A lot of error checking routines to be added to prevent the user from crashing TT64 by doing dumb things. -Updated documentation. -Allowing the editing of level/act names, as well as dialogs in a more integrated way Probably won't be in 0.6 -Water box creation/editing. Not sure if it will be there in 0.6
__________________
From where you're kneeling, it must seem like an 18-carat run of bad luck. Truth is... the game was rigged from the start -Benny |
|
|