What a real video. I dig it. I will say, after seeing so many game dev videos, you should wait to do Steam Next Fest until you’re about ready to launch your game. That’s when most of the interest towards your game will be generated and you’ll wanna strike while the iron is hot. And I would make sure you get a really interesting mechanical hook into your game. Give it some kind of gameplay mechanic that you haven’t seen before in a ninja game that people would see 3 seconds of and immediately wanna play it. You got this! It’s time to make it happen and I believe in you!
Thank you for sharing your experience! I'm 39 and have a computer science degree and somewhat similar situation as you. I told myself im going to be an indie developer while keeping my full time job. I'm going to definitely be looking into making horror games with my 7 year old son giving inspiration and also teaching him. Best of luck brother, you have just as much chance as anyone else in this world to make it. Have you thought about buying assets to cut down on some tedious stuff you are trying to create yourself? Obviously dont asset flip , but im surprised you didn't speak about that. Also .... you teamed up with your brother and that's awesome! I was thinking about doing the same with my Cousin. Overall , I do appreciate listening to your feedback and will definitely take some of your advice ;)
Hey, thanks for sharing and thanks the encouragement! I’ve thought about buying assets but haven’t really come across anything that fits my game. If anything, free assets are good placeholders for now. In the future I may commission someone to redo art, and a OST would be awesome. Good luck with your horror game!
I feel this. Went from making game maker and flash games with 100k plays decades ago, to releasing mobile games with a handful of downloads. Now just making an over scoped metroidvania dream project aiming for steam, watching next fests go by as i am not ready. It's tough and so is the competition so i do believe in fairly ambitious passion projects to have a shot, if you have the experience. I don't have the energy for RU-vid, but these days it is the best way, best luck!
It's cool seeing youtube recommend videos like this to me, of other people trying to make something cool, after I've started uploading my own short devlogs in the last couple months. I've still got a ways to go but it's interesting seeing people at multiple different stages in development. Keep on working dude
dont hope on 1 game, fast make fast release, no count ghost money. set 6 month dev cycle thats it go on shelf, move on next game. platformer will sell poorly. 97.6% confirmed. steam no like. steam like horror, cozy, crafting, survival, strategy and anything streamer/audience friendly = much ez mode difficulty success rate. good luck i wish u best in your quest
I appreciate how real this video is. Been a solo dev for the last 5 years or so working with Unreal Engine and it has been one of the most difficult and yet fulfilling things to ever happen in my life and that’s without having come close to publishing anything.. It was a heartwarming moment hearing you went back to the project that really interests you and that you’re making progress with it. This was my first video from your channel that I’ve seen but I have subscribed and hoping to see more! Wishing you all the best brother and looking forward to playing this on when the day comes for release!
I've put my dream game on hold. Either i make it with the smallest scope possible, or I wait to make it later after making other small games. Anyway, I can't finish a single game yet, this S***t is hard. Keep it up!
Hi im seth and im making a fighting game Xenofighters i need my pause menu code fixed what about a simple pause menu for your fighting game create event // Declare the in_stage variable in_stage = false; // In Objpausemenu's Create event GRAVITY = 0.5; // Set this to the appropriate gravity value for your game global.paused = false; menu_choice = 0; // Track the menu selection step event // Create Event of Objpausemenu GRAVITY = 0.5; // Local variable for gravity in_stage = false; // Initialize in_stage variable // Toggle pause with the Escape key if (keyboard_check_pressed(vk_escape)) { global.paused = !global.paused; // Toggle pause } // Function to determine if we're in a stage room function is_in_stage_room() { return (room == rm_oregon || room == rm_keyworld || room == rm_Veneta_Haunted_Forest || room == rm_doom); } // Step Event of Objpausemenu in_stage = is_in_stage_room(); // Update in_stage status if (!global.paused) { // Regular movement, attacks, or gameplay logic goes here if (in_stage) { // Jumping mechanic (only active in the stage) if (keyboard_check_pressed(vk_up) && (place_meeting(x, y + 1, ObjGroundController) || place_meeting(x, y + 1, Obj_ground) || place_meeting(x, y + 1, Obj_ground1) || place_meeting(x, y + 1, Obj_ground2) || place_meeting(x, y + 1, Obj_groundx) || place_meeting(x, y + 1, Obj_ground3))) { vspeed = JUMP_SPEED; sprite_index = Sprteamlightforcegeowingjump; // Jumping sprite } // Apply gravity and collision handling as usual vspeed += GRAVITY; y += vspeed; if (place_meeting(x, y + vspeed, ObjGroundController)) { vspeed = 0; while (place_meeting(x, y + 1, ObjGroundController)) { y += 1; } } } // Other gameplay logic (e.g., attacks, movement, etc.) would go here } else { // When paused, all gameplay stops, including enemies // Menu input handling when paused // Use up and down arrow keys to move through the menu if (keyboard_check_pressed(vk_up)) { menu_choice -= 1; if (menu_choice < 0) menu_choice = 2; // Wrap around to last option } if (keyboard_check_pressed(vk_down)) { menu_choice += 1; if (menu_choice > 2) menu_choice = 0; // Wrap around to first option } // Handle menu selection with Enter if (keyboard_check_pressed(vk_enter)) { if (menu_choice == 0) { global.paused = false; // Resume game } else if (menu_choice == 1) { room_goto(rm_mainmenu); // Exit to main menu } else if (menu_choice == 2) { game_end(); // Quit game } } // Handle I key to resume game if (keyboard_check_pressed(ord("I"))) { global.paused = false; // Resume game } // Function to destroy all Team Lightforce objects (individual handling) function destroy_all_teamlightforce_objects() { with (Objteamlightforcelucyandangel) { instance_destroy(); } with (Objteamlightforcegeo) { instance_destroy(); } with (Objteamlightforcemary) { instance_destroy(); } with (Objteamlightforcejimcatboy) { instance_destroy(); } with (Objteamlightforcetj) { instance_destroy(); } with (Objteamlightforcetina) { instance_destroy(); } with (Objteamlightforcemarcy) { instance_destroy(); } with (Objteamrainbowterry) { instance_destroy(); } with (Objteamrainbowzac) { instance_destroy(); } with (Objteamrainbowellie) { instance_destroy(); } } // Handle O key (destroy all Team Lightforce objects and go to main menu) if (keyboard_check_pressed(ord("O"))) { destroy_all_teamlightforce_objects(); room_goto(rm_main_menu); // Return to the main menu } // Handle Q key (destroy all Team Lightforce objects and quit game) if (keyboard_check_pressed(ord("Q"))) { destroy_all_teamlightforce_objects(); game_end(); // Quit the game } // Handle R key (destroy all Team Lightforce objects and go to the title screen) if (keyboard_check_pressed(ord("R"))) { destroy_all_teamlightforce_objects(); room_goto(rm_titlexenofightersx); // Return to the title screen } } if (in_stage) { if (keyboard_check_pressed(vk_up) && (place_meeting(x, y + 1, ObjGroundController) || place_meeting(x, y + 1, Obj_ground) || place_meeting(x, y + 1, Obj_ground1) || place_meeting(x, y + 1, Obj_ground2) || place_meeting(x, y + 1, Obj_groundx) || place_meeting(x, y + 1, Obj_ground3))) { vspeed = JUMP_SPEED; sprite_index = Sprteamlightforcegeowingjump; // Jumping sprite } // Gravity and collision handling vspeed += GRAVITY; y += vspeed; if (place_meeting(x, y + vspeed, ObjGroundController)) { vspeed = 0; while (place_meeting(x, y + 1, ObjGroundController)) { y += 1; } } } draw event // Only draw the menu when the game is paused if (global.paused) { // Draw a semi-transparent overlay draw_set_alpha(0.5); draw_rectangle(0, 0, display_get_width(), display_get_height(), false); draw_set_alpha(1); // Draw pause menu options var menu_y = 200; draw_set_font(Font1); // Set font if needed draw_set_color(c_white); // Title draw_text(display_get_width()/2 - 50, menu_y, "Pause Menu"); // Menu options draw_text(display_get_width()/2 - 50, menu_y + 50, "Resume"); draw_text(display_get_width()/2 - 50, menu_y + 100, "Return to Main Menu"); draw_text(display_get_width()/2 - 50, menu_y + 150, "Quit Game"); // Highlight the selected menu option if (menu_choice == 0) { draw_text(display_get_width()/2 - 100, menu_y + 50, ">> Resume"); } else if (menu_choice == 1) { draw_text(display_get_width()/2 - 100, menu_y + 100, ">> Return to Main Menu"); } else if (menu_choice == 2) { draw_text(display_get_width()/2 - 100, menu_y + 150, ">> Quit Game"); } // Add additional shortcut instructions below the menu var shortcut_y = menu_y + 250; // Position below the menu options draw_text(display_get_width()/2 - 50, shortcut_y, "Press 'I' to Resume"); draw_text(display_get_width()/2 - 50, shortcut_y + 30, "Press 'O' to Return to main menu"); draw_text(display_get_width()/2 - 50, shortcut_y + 60, "Press 'Q' to Quit Game"); draw_text(display_get_width()/2 - 50, shortcut_y + 90, "Press 'R' to Return to Title"); }
I use gamemaker to make my dream game as well. Please make more tutorials ur coding structure is very solid far better than mine, keep pushing I will support you all the way as a fellow game dev.
I met Tom Fulp once. I was working at a liquor store in NJ and one random night he was in my checkout line. It was soon after I posted Trapped 5 actually. It was kinda surreal to suddenly see him in person. This was like 20 years ago.
No, at the moment it’s implemented so the player has invincibility frames when rolling OR during the movement of super attacks OR during some combo ending moves like a roundhouse/uppercut. The hurtbox is implemented with a sprite mask.
Nice :D I want a deeeeeeep dive in the code :D it's super fascinating how poeple deal with problems they meet while programming :3 Today i learned a lot :)
I remember playing through the series of these games back in the day. There was a lot of fun and smart and enjoyable level design going on, and it holds up well. But, there were also some frustrating design decisions. The game is still remembered fondly as a landmark of its era.
Love the feedback. It’s nice knowing some people still remember this series. I’ve learned a lot over the last 20 years. Someday I’ll make Trapped 6 and exclude any frustrating design decisions. Hopefully the game I’m working on now will be a hit when it’s released.
Hello, a lot of functions don't exist anymore like “increment_all_alarms()” or “part_systems_set_auto_update()”, maybe I didn't understand all the tuto or I missed some explanations, can you help me?
I enjoyed this stream so here are some tips to help you with the game The box with the tough glove is item storage, the box appears in multiple locations so you can put healing items in it to save for later. (You’ll need them) Save the butterscotch pie once you get to the castle (end of the game). (I suggest storing it in the box so you don’t consume it by accident) Save weapons and armors like the toy knife, in waterfall (which is coming up soon) there is a shopkeeper that you can sell items to. The bandage is 100% to guaranteed to flee a battle, if you equip better armor you only have a chance to flee a battle, the bandage becomes a healing item, but you can never equip the bandage again. And lastly You *don’t* need to kill everyone in your way.
Oh you created some games of my childhood! I never managed to beat Trapped 4 but I loved Trapped 5. Never played Trapped 1-3 though. I'm looking forward to replay them!
I thought some people might be looking for it from way back! It’s amazing some fans still remember it. Thanks for playing it and checking out my video!
@@makeitsogames It also makes the sprites on your GUI more crisp. Try it out and you'll see. It is a pain to have to double values everywhere for the layer but it looks better in the end.
holy crap, I loved trapped 5, I could only ever find 4 and 5 though and never found 1-3, I though I would never see what they were like. Mabye it was becaue I was young but I really like the atmosphere of the game, it had this imposing sinister and often mysterious feel to it, especially with the invisible enemies and weird puzzles. in a weird way it felt very serious for my 7 year old mind and lived up to feeling like I was "trapped"