Are you looking for insight into developing your own games with GameMaker: Studio? Here are some resources for information on how to make games with GameMaker: Studio.
Find game assets tagged RPG Maker like Ashlands Tileset, FREE Tyler Warren RPG Battlers Favorites (30), Shikashi's Fantasy Icons Pack (FREE), Simple Dungeon Crawler 16x16 Pixel Art Asset Pack, GalefireRPG Demo Pack on itch.io, the indie game hosting marketplace. Log in using OpenID; Cancel OpenID login. RPG Town Pixel Art Assets. Game Boy Platformer Tileset & Character. Toen's Medieval Strategy Sprite Pack v.1.0 (16x16). Download Credits File. You'll want to load up this file in a text editor, check to make sure everything looks good (and that any.
- YoYo Games: Why not go straight to the source? YoYo Games, the manufacturer of GameMaker: Studio, has an excellent site full of great information, forums, articles, and more. Here are some of the most popular pages:
- The GameMaker: Studio software: It might sound strange to say that the software itself is an online resource, but in many ways, that’s exactly what it is. In addition to a built-in manual, GameMaker provides you with links to various news articles. To access the GameMaker: Studio manual, simply press F1 while in GameMaker.Another great source of information from within the GameMaker: Studio software can be found from the New Project window. The New Project window appears when you first start the software. In the main section, you see a list of links with short descriptions. These links are from an RSS feed that YoYo Games maintains. They point you toward the latest and greatest information.
- Facebook Developer: If you haven’t noticed, there are games on Facebook. And there’s no reason why you can’t be the person to make the games that people play. Facebook has a ton of information for developers, which you can look through on the Facebook Developers page.Learning how to develop games for use on Facebook has many challenges, such as creating Like buttons, using social plug-ins, and creating apps. You can learn all about adding those aspects to your game at the Facebook Developers page.
- Apple: If you want to enter the fray of iTunes, there are resources for you to learn all you can about submitting your game. First, you can visit iTunes Connect. Click the Get Started button on the left side of the page. You might also want to check out the iTunes Connect Developers Guide to learn the specifics for making games to work on iOS devices.
- Particle Designer 2: The code for creating particles can get dense and heavy. Thankfully, there are people online who have created resources for creating particles. You can find one such resource at Particle Designer 2 by Alert Games. Particle Designer 2 appears feature rich and integrates nicely with GameMaker: Studio.
- Sparks – Particle Animation Tool:Sparks is another tool for making particles, which are great for making special effects such as explosions and displaying hyperspace velocity. Sparks was created by Nocturne Games.
- The YoYo Games Tech Blog: One of the big hurdles game developers have these days is making sure that their games look good no matter the size or resolution of the player’s screen. Nothing could be more frightening than creating a super awesome game only to have it turn into a pixelated mess on a large screen, or too tiny to see on a handheld device. The YoYo Games Tech Blog has a great article on scaling called “Seamless tile scaling in GameMaker” — check it out! By the way, the entire Tech Blog is a great resource for information on GameMaker in general.
- Tileset Champion: GameMaker: Studio uses tiles as a graphical resource for use in Rooms. Each tile represents an image of the game. A tileset provides you a full suite of matching tiles that you can use to create, say, a path along a grassy field, complete with corners and straightaways. What’s nice about tilesets is that they use very little processing power as compared to creating Objects. As with most things, you can find resources for creating or downloading tilesets on the Internet.One such source is Tileset Champion, which enables you to create buffered tilesets from existing tilesets. The main benefit of Tileset Champion is that you can scale or view your tiles without seams, which can sometimes be a problem.You can also download a ton of tileset packs from the YoYo Games Resources. Have fun exploring all the different possibilities!
- GameMaker: Studio on Steam: That’s right, you can purchase GameMaker: Studio through Steam. If you’re a PC gamer, you know the gaming behemoth that Steam has become. Even if you’re a console gamer, chances are, you’ve heard of Steam when your PC gamer friend started bragging about the sales they have.If you’re considering making your own videogames, you may want to become familiar with Steam if you haven’t already. Check out Steam’s GameMaker page. When you purchase GameMaker: Studio through Steam, you can play your Steam games through GameMaker. Pretty cool, huh?
- GMLscripts.com: Writing scripts can be daunting work for both developers and non-developers alike. Thankfully, GMLscripts.com exists! They have a magnificent collection of script resources that you can use for free in your games. The developers behind this site have helped out thousands of users over the years.
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An oblique texture atlas in the style of Ultima VI
A tile-based video game is a type of video or video game where the playing area consists of small square (or, much less often, rectangular, parallelogram, or hexagonal) graphic images referred to as tiles laid out in a grid. That the screen is made of such tiles is a technical distinction, and may not be obvious to people playing the game. The complete set of tiles available for use in a playing area is called a tileset. Tile-based games usually simulate a top-down, side view, or 2.5D view of the playing area, and are almost always two-dimensional.
Much video game hardware from the late 1970s through the mid 1990s had native support for displaying tiled screens with little interaction from the CPU.
![Download Use Tileset Game Maker Download Use Tileset Game Maker](/uploads/1/2/5/8/125846753/144624909.png)
Overview[edit]
Tile-based games are not a distinct video game genre; rather, the term refers to the technology a game engine uses for its visual representation. For example, Ultima III is a role-playing video game and Civilization is a turn-based strategy game, but both use tile-based graphic engines. Tile-based engines allow developers to create large, complex gameworlds efficiently and with relatively few art assets.
Tile-based video games usually use a texture atlas for performance reasons. They also store metadata about the tiles, such as collision, damage, and entities, either with a 2-dimensional array mapping the tiles, or a second texture atlas mirroring the visual one but coding metadata by colour. This approach allows for simple, visual map data, letting level designers create entire worlds with a tile reference sheet and perhaps a text editor, a paint program, or a simple level editor (many older games included the editor in the game). Examples of tile-based game engine/IDEs include RPG Maker, Game Maker, Construct, Godot, and Tiled.
Variations include level data using 'material tiles' that are procedurally transformed into the final tile graphics, and groupings of tiles as larger-scale 'supertiles' or 'chunks,' allowing large tiled worlds to be constructed under heavy memory constraints. Ultima 7 uses a 'tile,' 'chunk' and 'superchunk' three-layer system to construct an enormous, detailed world within the PCs of the early 1990s.
History[edit]
The tile-map model was introduced to video games by Namco's arcade gameGalaxian (1979), which ran on the Namco Galaxianarcade system board, capable of displaying multiple colors per tile as well as scrolling. It used a tile size of 8×8 pixels, which since became the most common tile size used in video games. A tilemap consisting of 8×8 tiles required 64 times less memory and processing time than a non-tiled framebuffer, which allowed Galaxian's tile-map system to display more sophisticated graphics, and with better performance, than the more intensive framebuffer system previously used by Space Invaders (1978).[1]Video game consoles such as the Intellivision, released in 1979, were designed to use tile-based graphics, since their games had to fit into video game cartridges as small as 4K in size, and all games on the platform were tile-based.
Home computers had hardware tile support in the form of ASCII characters arranged in a grid, usually for the purposes of displaying text, but games could be written using letters and punctuation as game elements. The Atari 400/800 home computers, released in 1979, allow the standard character set to be replaced by a custom one.[2][3] The new characters don't have to be glyphs, but the walls of a maze or ladders or any game graphics that fit in an 8x8 pixel square. The video coprocessor provides different modes for displaying character grids. In most modes, individual monochrome characters can be displayed in one of four colors; others allow characters to be constructed of 2-bit (4 color) pixels instead. Atari used the term redefined characters and not tiles.
The tile model became widely used in specific game genres such as platformers and role-playing video games, and reached its peak during the 8-bit and 16-bit eras of consoles, with games such as Mega Man (NES), The Legend of Zelda: A Link to the Past (SNES) and Shining Force (Mega Drive) being prime examples of tile-based games, producing a highly recognizable look and feel.
Blades of Exile features multi-character combat on a tiled overhead map
Most early tile-based games used a top-down perspective.[citation needed] The top-down perspective evolved to a simulated 45-degree angle, seen in 1994's Final Fantasy VI, allowing the player to see both the top and one side of objects, to give more sense of depth; this style dominated 8-bit and 16-bitconsole role-playing games.[citation needed]Ultimate Play the Game developed a series of video games in the 1980s that employed a tile-based isometric perspective. As computers advanced, isometric and dimetric perspectives began to predominate in tile-based games, using parallelogram-shaped tiles instead of square tiles. Notable titles include:
- Ultima Online, which mixed elements of 3D (the ground, which is a tile-based height map) and 2D (objects) tiles
- Civilization II, which updated Civilization's top-down perspective to a dimetric perspective
- The Avernum series, which remade the top-down role-playing series Exile with an isometric engine.
Hexagonal tile-based games have been limited for the most part to the strategy and wargaming genres. Notable examples include the Sega Genesis game Master of Monsters, SSI's Five Star series of wargames, the Age of Wonders series and Battle for Wesnoth.
See also[edit]
References[edit]
- ^Mark J. P. Wolf (15 June 2012). Before the Crash: Early Video Game History. Wayne State University Press. p. 173. Retrieved 8 July 2016.
- ^'De Re Atari'. atariarchives.org. Atari, Inc. 1982.
- ^Patchett, Craig (1982). Designing Your Own Character Sets. COMPUTE! Books.
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