February 23rd, 2010
Ive decided to upload the last working version of Far Trader. Feel free to download and take a look at what can be achieved with Game Maker in about 2 weeks with no prior experience of game development.
Note that what you download is far from what you would call a game, its just a collection of graphics and a ship you can zoom around the play area. My development version allows you to change the ship you fly and the weapons it has with a couple of variables, this demo does not allow for that, instead you are stuck with a small fast ship armed with a couple of shotgun type weapons. I do have working machine guns and missile salvo’s that follow the mouse and detonate after a preset period or when an object is hit.
I have decided to re-assess where I want to go with this game and how to get back into development. Its been some time since I did anything due to time constraints and lack of energy. I have been rethinking how I would like this game to work. As soon as I get my mojo back I will get back into development.
Download it here.
Tags: space game download sample far trader
Posted in Game Development | No Comments »
November 28th, 2009
This is an interesting article and says a lot that I support and agree with:
Editorial: The Modern Warfare 2 controversy
I personally think that everyone involved in censorship should hurry up and die so that people who actually understand the modern world and media formats can start to make informed and accurate censorship and rating systems.
Games are no more the devils bible that books, films, porn and music.
Music isnt censored or even rated, nor are books. A small child can walk into a shop and pick up a book about a serial killer, about rapists, dictators, nazi’s, horror, pornography, yet absolutely no rating system exists for books.
pathetic
If you dont understand something, dont try to censor it, leave it to the people who DO understand it.
Tags: video game censorship
Posted in General | No Comments »
September 29th, 2009
Its all quite exciting..

Top down view

Cant wait to see this when its finished
Tags: 3D spaceship, space trading game, top down 2d game
Posted in Game Development | 1 Comment »
September 27th, 2009

The start of the Far Trader mkII ship
A
Friend of mine who has a talent for 3D work is doing a model of one of the ships in Far Trader. I can’t wait to see the finished thing.
Tags: 3D spaceship, space trading game, top down 2d game
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September 26th, 2009
I noticed someone had arrived at this site by searching for ’Game Maker radar code’. The radar system I am using in this game might not be what everyone wants, but here it is anyway.
The premise goes something like this:
1. The player object in Far Trader creates a background image that is attached to the player object itself which gives an illusion of a rad projection.
2. Each AI ship instance spawns a radar contact object in its Create Event with the x and y value of the player. This will make a radar contact sprite for each and every spaceship object in the room appear at the players location.

Example of radar system
The code looks like:
Each AI ship instance has in its Create Event
scannerRange=2000; // distance in pixels that objects can be detected
radarContact=instance_create(obj_player.x,obj_player.y,obj_ship_contact);
Then in the AI ship instances’s End Step Event add:
dist = point_distance(x,y,obj_player.x,obj_player.y);
if(dist > scannerRange) {
// hide the sprite
radarContact.image_alpha = 0.0;
} else {
// set sprite alpha as a % of dist from scannerRange
alpha = 100 - ((dist / scannerRange) * 100) ;
radarContact.image_alpha=alpha / 100 ;
}
if(dist < scannerRange) {
if(dist < 390) {
radarBlip=dist;
} else {
radarBlip=390;
}
pDirection=point_direction(x,y,obj_player.x,obj_player.y);
radarContact.x = obj_player.x - lengthdir_x(radarBlip , pDirection);
radarContact.y = obj_player.y - lengthdir_y(radarBlip , pDirection);
}
The above code will pull the radar contact instance away from the player object back to its creator instance, up to a maximum of 390 pixels. The 390 pixel limit is to match the background image attached to the player object, it can be any distance you desire, as long as its visible on the screen! All radar contacts that are greater than scannerRange pixels away have there alpha set to 0.0, which means they are not visible. Once the contact is in scannerRange, the code will set its alpha value to a % of the distance, to give an impression of range, the further away the contact, the more transparent the contact object.
The above is just an example of how I implemented the radar, code. In my game I actually have the code in a script, so that its easy to apply do a number of different object types. I hope someone finds it of use.
Tags: Game Development, game maker radar system, GML, space trading game, top down 2d game
Posted in Game Maker tutorials | No Comments »