Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

bowenwang0620

8
Posts
14
Followers
5
Following
A member registered Sep 12, 2022 · View creator page →

Creator of

Recent community posts

Wow! Oh my god!!! What a great game!!!

I love your art style so much! It's fantastic!

The final project is finally over! This final project had a longer period than several previous elaboration projects, so I had more time to finish a slightly larger thing. I really liked the game mechanics of my project, it was simple and effective at the same time; in addition, because it was a game where players fought each other, it was highly replayable and could generate a lot of fun. In terms of development, this project was definitely a practical exercise of what I learned throughout the semester. I felt happy using most of the basic GameMaker content in this project, and I also experimented with rendering modes, color channels, and other things that change the graphics to create masks, filters, etc. Most of the graphics in the game were done manually with draw and draw_gui, and using these two functions allowed for more control over the drawing. I refactored the code once during the process of going from prototype to full game. These made the code much clearer and more efficient. The player join and character selection pages were also added during the refactoring process. The new code is now modular and can easily be moved to other games. Overall, this project was the perfect ending to the end of project with gamemaker studio. Although I did it all by myself, the game's graphics were effectively increased with the help of some tools and assets. Some juicy parts need to be improved: although there are already screen vibrations and particle effects now, I want to make it feel better in the future. Overall, I'm satisfied with this project and I'm looking forward to next semester's intermediate game dev course.

2

First of all, I have to say that I didn't manage the progress of this project very well. I had planned to start a week ago, but I got sick a few days before, which caused me to start writing the code on Sunday and almost didn't finish it before ddl :((((. Nonetheless, I'm happy with what I ended this time. I originally envisioned the game to be an improved poker game based on blackjack, more suitable for a single player against the dealer. In addition, players are free to put in their bets. In the implemented version, most of the features are implemented, except that the player cannot yet modify the bet amount. I added GUI and message textbox to make the progress of the game clearer. Also, this is the first time I made a complete page in the GameMaker (start page, rules, money will be accumulated after the end). It looks like it achieved the basic effect. For the next project, I would say to start a little earlier.

1

This is a card game based on blackjack. In the pub, a gamble is going on. You draw cards in turns in the game, and the side close to the 21 points will win. When you go over blackjack, you are busted. The game is played with a set of same-suit poker, where Ace can stand for 1 or 11, and J, K, and Q stand for 10. In addition to the blackjack, you can always keep a card in your hand (which also counts for points). Different strategies of showing cards will influence the opponent's decision to continue drawing.

You will have 100G starting money; if you win the dealer, you will be able to get double; if you draw, it will return the original amount. If you lose, you will get nothing. So be careful gambling!

1

Welcome to the Cloudy Cat Brawl! Who can be the last cat to stay in the clouds?" Meow!" This is a two-player game where two players play two kittens jumping in the clouds. The props in the clouds have balloons and fish bones. After getting a balloon, the kitten can float, move in any direction, and ignore the clouds. After picking up the fishbone, the kitten can throw it to shoot the other cat and knock it off the cloud. Players have two attack modes, pounce and shoot, and they can press Q/N to toggle between them. A kitten's balloon will burst when it is pounced or hit, while a kitten without a balloon will fall off the cloud when it is pounced or beaten. The player in the cloud will win.

2

Initially, I wanted to make a platform shooter in the cloud - players have many skills and fight each other in the cloud. But I couldn't find a suitable figure to connect cloud jumping and shooting. Then I thought of cats - cats have the good jumping ability and can easily jump around in the cloud. But only the cat jumping in the cloud is not reasonable and is incomplete, so I was thinking about how to make the cat float in the cloud. Then the balloon became a suitable object. I added balloons + cats to the game as the core element and then added fish bones as bullets. Now the game becomes more complete; it has its own story and is better developed. Overall, I think I basically accomplished what I wanted to achieve in this game.

I made some exciting details to reflect the story of the "cat in the clouds" and the "scramble": the balloons coming out of the clouds and the fish bones being thrown in from outside the field with paper airplanes. Also, the cat's gravity, movement speed, and friction are different in the state with and without the balloon. I really liked these parts! Nevertheless, there are still some details I didn't get around to implementing. For example, in my plan, when the player hits the object, room_speed will slow down, like bullet time, and the camera will vibrate with it to get a better "hitting feeling." There are also different colors of balloons, clouds, and parallax background images. I originally made some clouds that would not disappear, and I wanted to create different levels with the background, like "Stick Fight," but I found I did not have enough time to do them. Finally, I abandoned this plan. Nonetheless, I could only finish the whole game on Sunday. I also gained a lot of experience from this project, and hopefully, I will be better at project management next time.

Yooo I also love the part the pepper shaker gets knocked down! That is quite funny hahah

1.

This is a game about taking the subway. At the beginning of the game, you will appear on the platform and have a destination you want to go to. More coincidentally, you don't know how to get to this place. On the platform there is a kind lady who tells you the name of the station of your destination and gives you a subway transfer map. Now you know which lines to take. All the lines have different schedules and you can see in the bottom right corner when the next train will come. Trains will come from opposite ends of the platform, one to uptown and the other to downtown, so be careful not to get on the wrong one! Also, be careful, it is very dangerous to go near the edge of the platform before the train stops! After the train stops and opens the doors, you can enter the carriage. The carriage consists of two doors on each side, and only one side is opened at a time. After waiting for a while, the train will close the doors and go to the next station. In the interchange stations, you can find staff at the station who can take you to the interchange line, just find them and have a chat.


2. 

I mainly want to show a complete experience of the New York subway in the game - finding the routes, riding the trains, transferring between stations and getting to your destination. There should be a lot of interesting (and possibly not so interesting) things happening: waiting for a delayed subway, meeting people on the train who are singing, finding the right one among the various exits. Players should be able to see different groups of people in each train section, reach the transfer stations according to the map, find the platform of the transfer line, and enjoy the beautiful scenery outside when they arrive at their destination. These things make taking the New York subway a fun and engaging thing to do. I think I completed the basic part, players can now ride 6 lines and transfer between each other. However, I wasn't able to make the whole experience work very well. Every carriage and platform now looks exactly the same, and players ride the subway to their destination like numb commuters. Part of the failure was due to time and effort constraints, but in addition to that I misjudged the workload and spent too much time on the details. I hadn't actually learned GML scripting before, but had C# and Java, so I spent almost half of my time working on a huge interchange and schedule system to make sure all the trains on the route were controlled and synchronized in the system. By the time I started working on the rest of the content, it was too late. Nonetheless, I gained experience. In the next project, I will focus more on allocating time to each task.