Survive The Weekend
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- back stabing
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Submitted at Aalto University (Finland)
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Game Jam News
- Show And Tell: Kumobius - Kotaku Australia
- On The Ground at the Perth Global Game Jam: Day Three - games.on.net
- VIDEO: Someone finally made a sequel to 'Snake' and it is awesome - Guyism
- On The Ground at the Perth Global Game Jam: Day Two - games.on.net
- Game Jam Spawns Leapin' Lizards and Birds in Space - Patch.com
- On The Ground at the Perth Global Game Jam: Day One - games.on.net
- Catch Me If You Can voted site favourite - Scoop.co.nz (press release)
- Finally, A Video Game With Machine Gun-Wielding Flying Snakes - Kotaku Australia
- Finally, a Video Game with Machine-Gun-Wielding Flying Snakes - Kotaku
- Global Game Jam – Wollongong 2012 - Capsule Computers
Gaming Feeds
- Police Academy Star Beeps and Boops His Way Through Video Game Sound-Effects History [Michael Winslow]
- A Resplendently Dorky Hip-Hop Tribute to Mass Effect [Video]
- Enclosure: Infinite Hues is a Delightful Puzzle for Your Browser [Enclosure: Infinite Hues]
- A Very Skyrim Super Bowl [Note]
- Did Three Japanese Guys in Afro Wigs Just Accidentally Cover the Super Mario Land Theme? [Video]
The Global Game Jam is an IGDA event. All rights reserved, 2011.















We used only GML. For sounds
We used only GML. For sounds and music, Fmod was used in Game Maker. Fmod restricted that sounds must be not bind to exe-file, so stylish solution to pack all resources to final exe-file was not possible (and made loading the game faster). I was told that GM(L) knows objects too. I was excited that GLSL or similar shading language is coming to GM in future. I personally prefer using something like C/C++ with good tools but it is much slower to develop at least graphically. GM is a great mockup/pitching tool like Flash without Flash's input(right button of mouse, browser usage) restrictions. Though GM isn't as powerful graphics/animation tool as Flash. For animations and grapchis our graphician had Photoshop and some IK animation tool I don't remember the name of. Sound editing was done with Audacity. For future, it should be possible to load levels(at least GM's own format) and GML-code for GM-executable runtime, so you could use it like a LUA tool too.
Re: Working with Game Maker
Hmm.. sounds familiar. We also had some problems with GM implementing sounds. What software did you use for coding? GM uses its own code-language GML so using other than it will cause some problems. It´s a compination C/C++, Pascal, etc. so basic commands work fine (I implemented some basic code) but i would suspect that more complecated stuff like objects may cause some problems. I haven´t test them but I would think so.
All things put together GM is a great tool to start when you have no experience making games. We actually started with nothing (We can code C/C++ but that does not help if you do not know where to start) when we came there so we had to learn how to use game maker, all of us. I think thats why we did not have so much problems because we were on the same level all the time.
I will continue using game maker for a while and then move up when I figure out how the games are made with c++, flash and/or java and start coding with Visual Studio.
Re: Working with Game Maker
One member only knew Game Maker, so it was not enough time to do for us other 2. Neither did we share the work cause GM didnt fully accept dll code (some problems were there, not full freedom). The original concept with what was possible with GM was astounding, though there became technical problems when testing the project. So the game graphics had to be downgraded a lot to make them work better (on my testing machine). We used dropbox and memory stick to share files. Dropbox works fine, though you gotta know when ppl have sent something there.
We could have used same approach too, making hillo our sole implementer. Plan was to use and transfer levels made in GM(I'd made the level) to another machine, but was unsure of how to merge that to actual game. The whole problem was that although powerful tool, GM was not familiar to all of us, only 1 member.
Share between sounds/music and graphics worked fine. Hillo working on gfx, code/logic and other stuff made much work for him, almost none to others except testing. Testing should begin already on friday so that basic tech problems can be spotted and worked around. And ideas reworked better/adjust expectations to what is possible. Testing began only late Saturday so we spotted (tech) problems way too late.
Re: Working with Game Maker
Basically the game was made in parts(graphics, sounds, animations, code, etc.) and we compilet the whole thing with Pauligrinders laptop. We just copied all the files in a flash drive and passed around the group so we could implement our own ideas (like code) to it, or we gave it to Pauli so he could implement them (like animations, graphics and sounds which are easy to impliment). What kind of problems did you have? example?
Working with Game Maker
How did you distribute work among team members?
I had the idea that with Game Maker, you cannot co-work on same project, cause that would make merge almost impossible (?) We also made Deflection with Game Maker but sharing the work (and files) was a problem.