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Article #1673

Re: GAME.MAKER

#1673
From: Kirk A. Baum
Date: Fri, 20 Nov 1992 22:23
104 lines
5646 bytes
In article <1ef622INNe50@TIGER.ZOO.CS.YALE.EDU> stone-andy@cs.yale.edu (Andy Stone) writes:
>From: stone-andy@cs.yale.edu (Andy Stone)
>Subject: Re: GAME.MAKER
>Date: 18 Nov 1992 23:43:46 -0500
>	I've used Game-Maker probably more then anyone else, simply because
>I wrote it!  (or part of it).  I think, though, that my input is still valid
>because Game-Maker has no competitors (ie, I have no one to insult).
>Notice, too, that I could have not advertised my connection with the product.
>I choose to, because Game-Maker can easily stand on its own.
>
>So, to answer your questons:
>
>>   Have any of you ever used GAME MAKER from Recreational Software
>>   Designs? It is supposedly software to aid in creating arcade games
>>   and adventure games, sort of a video game construction kit.
>
>It is exactly that -- a video game construction kit.  You create everything
>about your game.  From graphics, to monster movement, to character movements,
>weapons, etc.  In the age old gaming tradition Game-Maker supports hit points,
>"Power-ups", inventory (weapons, speed boots, extra jumping --anything!).
>The playing field(s) consists of a 100x100 map of user-drawn blocks which
>can be walls, doors, animations, objects, one-way doors and have gravity
>in any of eight directions.  Since each block is 20x20 pixels, each scene
>is actually over 60 times the size of the screen!  30 of these playing fields
>(complete with their own blocks, monsters, characters, etc) can be linked
>together to form a game which can (obviously) be played within Game-Maker,
>or converted (using a utility provided with the development package)
>to an .exe file and released as Shareware.
>
>>   It seems like it might be useful for amateurs like myself who are
>>   interested in game design. According to the ad opposite page 54 in the
>>   November 92 issue of Computer Gaming World,
>
>Amateurs are EXACTLY who the program was designed for.  You can create an
>entire game without touching the keyboard (except I guess, to type in
>save filenames)!  It has a simple, intuitive WYSIWYG interface, and NO
>knowledge of programming or game theory is required (ie we DO NOT create
>a pseudo language--its all point and click)! 
>
>
>>     "GAME.MAKER requires an IBM AT compatible 286, 386, or 486 with a color
>>      VGA monitor and mouse. Joystick optional."
> 
>	Game-Maker is NOT one of those previous-generation worn gaming 
>engines, with a facelift.  We use the latest video mode (VGA 256 color
>mode), and need a powerful processor due to the extensive animation.    
>
>>   The ad also offers the following information.
>
>>     "A technological breakthrough by Recreational Software Desings lets you
>>      do the impossible. Now you can create 256 color VGA computer games
>>      without programming.
>
>	This refers to the fact that everyone else limits the playing 
>screen with cute info bars, inventory, etc, so that they do not have 
>to update such a large screen area.  GameMaker uses the entire physical
>screen as the "playing screen", and supports smooth background scrolling
>(needed because scenes are 60 times bigger then the screen).  
>
>>      +Design unlimited number of animated monsters and good guys
>
>Well...not quite.  Something like 64 per scene with 30 scenes, making
>1920 monster types.  Of course, 200 instances of monster types can be 
>put on each scene, pushing the number of to 6000.
>
>>      +Animated characters walk, run, fly, hop, pop from scene to scene
>
>You define character movement patterns and link them to almost any key
>(FN keys are reserved for stuff like save/restore game, etc).  Thus, if
>you wanted, you could have the character duck, shoot a weapon,  even do
>a belly flop (although I can't see why).
>
>>      +Design your own sounds
>>      +Make arcade and adventure games as unique as your imagination
>Yes,Yes.
>
>>      +Modify and enhance GAME.MAKER games"
>
>We include 4 games to help you get started.  The artistically uninclined
>can use our graphics in their games, or steal graphics from .gif files
>using an included utility.
>
>
>>   So, has anyone tried this product? If so could you comment on its
>>   good and bad points.
>
>Those were its good points.  A lot of young users call up thinking that
>they will be able to create the next Ultima in a week.  Obviously not.
>Do not expect to create next year's hit commercial video game.
>Expect instead to create a state of the art shareware game for use
>as product promotion, round-robin games (each friend adds a level),
>or to make lots of Shareware users happy.  Expect, also, for the said games
>to be fuller in plot, because creators will be able to concentrate on the
>story--not the effects. 
>
>GameMaker costs about $89, and can be ordered through KD software
>at 1-800-533-6772.
>
>						   Andy.
>					stonea@minerva.cis.yale.edu
>
>
>-- 
>                                                  |  Andy Stone |      
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From: kbaum@novell.com (Kirk A. Baum)
Subject: Re: GAME.MAKER
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Date: Fri, 20 Nov 1992 22:23:36 GMT