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  • Author: voska89
  • Date: 15-01-2016, 01:32
15-01-2016, 01:32

Create an RPG Roguelike game in Game Maker Studio

Category: Tutorials


Create an RPG  Roguelike game in Game Maker Studio
Create an RPG / Roguelike game in Game Maker Studio
WEBRip | MP4/AVC, ~158 kb/s | 1280 x 720 | English: AAC, 60.7 kb/s (2 ch), 48.0 KHz | 273 MB
Genre: Design / Game Design | Language: English | +Project Files




Indie game developers can use Game Maker Studio to create an RPG / Roguelike like Nethack or Binding of Issac
This course will provide the instructions you need to create a RPG / Roguelike game in Game Maker Studio

SECTION ONE: CREATING A RANDOM NUMBER GENERATION
In this section, you will learn how to use random numbers in Game Maker Studio. Random numbers are an essential part of almost every game, from weapon accuracy in shooter games, to unpredictable AI in strategy games, to hit mechanics in a role-playing game, to random level generation in roguelikes.

What you'll learn in this section:
How to use Game Maker Studio's built-in functions for creating random numbersHow functions, arguments and scripts work in Game Maker Studio
Game Maker Studio is a simple, yet powerful tool for creating 2D games. It's a great tool for experimenting, and I encourage you to follow along with these lectures, and try things your own way once you have the basics down. Have fun learning!
What you'll need to get started:
Basic understanding of Game Maker Studio's interface, such as the drag-and-drop system and the project hierarchy.The latest version of Game Maker Studio, either free or professional editions
SECTION TWO: CREATING PROCEDURALLY GENERATED LEVELS

In this course you will learn how to create randomly-generated levels, as seen in classic roguelikes such as Nethack and Dungeon Crawl. You'll learn how to create a procedural system that can be tweaked to give slightly different results.
What you'll learn in this course:
How to design an algorithm that creates procedural environmentsHow to use Game Maker Studio's pathfinding functions to ensure that a procedural level is beatableA simple tile-based collision script
What you'll need to get started:
Knowledge of Game Maker Studio, especially the syntax of GML. Knowledge of the
irandom(), irandom_range(), for() and repeat() functions will be especially useful.
Understanding of basic programming ideas, such as variables, functions, scope and arguments
What are the requirements?
Have a basic understanding of scripts in Game Maker, especially the syntax of the GML language.Also, and install the latest version of Game Maker Studio. The full version is not necessary, the free version will suffice.
What am I going to get from this course?
Over 16 lectures and 1.5 hours of content!Write scripts using random numbers in Game Maker StudioUnderstand the difference between integers and floating-point numbersKnow how to pick random items out of a listUse a 'seed' to control the output of a random systemUnderstand the advantages of writing a script versus using Game Maker Studio's drag-and-drop systemUnderstand two methods of randomly generating environments in Game Maker StudioBe able to implement these methods yourself, in your own game.Have a basic understanding of how other games accomplish their look, and how their method of creating environments feeds into their design (Minecraft, Binding of Isaac, etc.)
What is the target audience?
This course is for those who are relatively new to Game Maker Studio, who are unfamiliar with some basic functions for random number generation.Over the course, we will build the framework for creating a roguelike / RPG
Curriculum
Section 1: RPG Random Number Generator
Lecture 1 Introduction 00:40
Lecture 2 random() and irandom() 07:32
In this video, we'll learn about the random() and irandom() functions. One generates a floating-point number, one generates an integer what's the difference, and why should we use one over the other?

Lecture 3 Random numbers in a range 04:10
In this video, I discuss an alternative to the regular functions, the random_range() and irandom_range() functions.

Lecture 4 Picking random items from a list 04:55
In this video, we'll look at two ways of choosing from a set of values; Game Maker's choose() function, or a manual approach that offers more control.

Lecture 5 Seeds and randomize() 04:42
In this video we discuss a quirk of Game Maker Studio's random number system, the randomize() function. We'll also look at seeds, the random_set_seed () function and demonstrate how seeds work using Minecraft.
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Lecture 6 Conclusion 01:00
Lecture 7 Assets for RPG Random Number Generator Text
Section 2: RPG Procedurally Generated Levels
Lecture 8 Introduction 04:17
In this lecture, we look at an example of the look and feel we are trying to match: Nethack, a classic rogue like from the 80s that still enjoys a cult following today.

Lecture 9 Getting Started 06:57
In this lecture, we lay the groundwork for our system, and begin filling the room with solid tiles.

Lecture 10 Creating Rooms 08:19
In this lecture, we start creating rectangular rooms in our level.

Lecture 11 Preventing Room Overlap 08:16
In this lecture, we learn how to prevent rooms from overlapping, one of the parameters that we're going for in our procedural levels

Lecture 12 Tunnels, Part 1 06:05
In this lecture, I go over three methods of connecting the rectangular rooms we created in the previous video, as a run-up before we go in to coding in the next lecture.

Lecture 13 Tunnels, Part 2 08:46
In this lecture, we begin implementing the system that creates the corridors between rooms, discussing the pathfinding system and how to find random empty spaces on our map.

Lecture 14 Tunnels, Part 3 10:44
In this lecture, we finally wrap up the corridors section of the tutorial, learning how to dig out the corridors between two spaces.

Lecture 15 Creating a Player Character 08:35
In the final lecture, we create a player character and write a script to place him in the level and have him interact with the environment.

Lecture 16 Wrap Up 03:22




Create an RPG / Roguelike game in Game Maker Studio

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