Tuesday, May 14, 2013

How-To: Create Stylized Text in Game Maker

WARNING: Within the 4 hours after posting this, I discovered the function: font_sprite_add_ext() which LITERALLY does exactly what this post describes. But if you want to do things the hard way, then READ ON!

----

As long-time Game Maker users, we love all the features the software has to offer us as developers. But there's one area where Game Maker falls WOEFULLY SHORT of adequate, and that is stylized text. The only options you have in GM are to color the text, scale it, and rotate it. Well, what if I want a black outline? How about a drop shadow? How about something even more zany than that? What if I want my text to look like it's covered in boils and squirting ooze? Yeah, that's right. I said it.

If you rely on Game Maker's basic text functions, your text-heavy portions of your game end up looking terrible, kinda like our original mockup of the Masteries page for Quadropus Rampage.
Like an old, wrinkly ball.
So we decided to take the time to create our own stylized font that we could use throughout the game, with great results. Here's an updated version of the Masteries page, turbo-enhanced by our new stylized font!
OOOOOOOOOOOH!
WAY EFFIN' BETTER, YES? Well, with a little leg work, YOU can create a stylized font in Game Maker. WARNING: I'm not going to write out the code for you. You're an ADULT! Even if you're 12. If you're programming games, you can handle this. But I'll lay out the concept here, and you can use your brain to make it happen. And feel free to post comments to ask further if something isn't clear in the article.

SHOW ME HOW IT'S DONE!

ALL RIGHT. Relax, chump. Let's do this. Note: There isn't a quick and easy "tool" to make this happen (yet). You have to do some BRAINWORK to get this going, but it's worth it.

Friday, May 3, 2013

NUDI PICS!

Nudibranches, that is. GOTCHA.

Look at this evil, poo firing beast of the abyss. LOOK IN THOSE EYES AND SAY TERROR DOES NOT STRIKE AT YOUR HEART LIKE A BULBASAURIAN VINEWHIP.

Nudibranches can be super poisonous (real ones). They're also incredibly gorgeous, looking like mother nature hit the SATURATE button in photoshop while developing them, and then decided that the eye blindiness needed to be complimented by conflicting colors in full saturation in close proximity, too.

The Nudi's in Quadropus Rampage function as roadblocks, of sorts. They leap around the map and throw a mortar-like goo substance that, when it hits a tile, causes that tile to become poisonous to the player for a short duration. This means that in large scale fights you'll have to watch your dodgesteps and prioritize how you're getting around, lest you find yourself atop a goo pile!


Friday, April 26, 2013

Will it blend? Talents and Achievements COMBINED!

When we hammer out a game concept, we often try to look to a variety of existing, successful game designs and ask ourselves, "How can we take the best parts of these and BLENDY JAM them together?" Game design is a lot like genetics. If you keep breeding two closely related things, you'll end up with some health problems, and the offspring won't survive. You have to keep injecting new concepts and new ideas -- new genes -- into the genre to improve it for the next generation.

That is also why all three of us Coster brothers have Asian women as our significant others.

So it is with Quadropus Rampage, our upcoming title for iOS and Android. Specifically, we have taken two traditional game systems, Achievements (giving the player a set of objectives to strive for) and Talents (allowing the player to choose a limited number of abilities or upgrades from a pool), and combined them into one complete system, which we are referring to as Masteries. Here's  a screenshot of our functionally complete but aesthetically skeletal GUI for the mastery selection page.


In short, the Mastery system allows the player to earn new abilities by completing achievements.

This system gives us some interesting advantages in game design. For starters, it makes the achievements way more desirable. Instead of just getting the typical "gold star", when you unlock an achievement in Quadropus Rampage, you get to make a decision that will bolster your gameplay from that point forward.

This also gives us an edge when it comes to "teaching" the player how to use their abilities most effectively. Instead of handing the player new skills at an arbitrarily determined level-up point, we give them a new way to use an ability after they have mastered it. Hence the name, Masteries.

This system cuts both ways, however -- it also has one big drawback. Namely, if we want to add achievements to the game, we also have to add more abilities. And too many abilities could mean that the player becomes too powerful, to the point where the game is no longer challenging and therefore no longer fun. At the moment we have 20 achievements, all relating to several different aspects of the gameplay, and each of which offers some substantial reward upon completion. But each one we add pushes us closer to that "overpowered" threshold.

Of course, like all things in Quadropus, the Mastery system is in alpha and is subject to change, but we're pretty excited about the direction it's heading.

Thursday, April 11, 2013

Quadropus Rampage Gets a Facelift

We spent a good part of this week totally overhauling the environments in Quadropus Rampage. The results are pleasing to the eyeballs. Namely, we used the exact same data, but switched it to an axonometric grid instead of a square grid. Then, Sam caressed it with his mouse. Check it out!

OLD:
NEW:
 


Monday, April 1, 2013

Quadropus Rampage Announced!

HELLOOOOOO! We're happy to announce that over the weekend some of our best and brightest Towelfight 2 players were given access to an alpha for our tentative next project. We've decided to take that alpha project to full term.

Quadropus Rampage will be the next Butterscotch Shenanigans game, due out sometime in late April. It's a Rogue-like platforming action rpg. If that weren't blending enough things together we'll also be simultaneously releasing it for iOS and Android, and it will be free as bird in the wind. THE WIND OF A HURRICANE OF AWESOME.

Here's a quick trailer from the first 5 days of development. The game has changed substantially since then, but it should give you a good idea of where it might be headed. Watch out, this 4 legged octopus might just tear out your still beating heart. In a good sort of way.

Tuesday, March 5, 2013

Towelfight 2 Patch 1.1 (iOS) Submitted!

We have submitted the 1.1 patch for iOS AS OF RIGHT NOW! Unfortunately, we won't have Game Center integration in this patch. We have the basic systems up and running, but there is a crash that occurs if your game loses focus. This seems to be a problem with our development environment, and we'll be digging into it to get it up and running. So, fingers crossed, we'll have Game Center hooked up for the patch following the 1.1 patch. WOO!

The patch notes are the same as the Android patch. See below!