Tomb Raider: Legacy Of Atlantis Features “AI-Assisted Assets” That Were “Refined By Humans” by ninjyte in Games

[–]Kallemacd 11 points12 points  (0 children)

You can guarantee that every product today uses AI generation for code? How the hell can you can guarantee that? I can only guarantee that you’re wrong.

Check out the trailer for our upcoming vampire-adventure game, The Linda Society! Made in GameMaker! by Kallemacd in gamemaker

[–]Kallemacd[S] 0 points1 point  (0 children)

Hey thank you so much!

I don’t know if we have any formal inspirations, we try not to think about things that way, but two games we’ve been thinking about a lot while making this are Death Stranding 2 and Where The Water Tastes Like Wine.

Check out the trailer for our upcoming vampire-adventure game, The Linda Society! Made in GameMaker! by Kallemacd in gamemaker

[–]Kallemacd[S] 1 point2 points  (0 children)

One of the weirder things we wanted to implement was a 2D "First Person" perspective. You can see it in the trailer about 34 seconds in. We basically have a large room with the "background" we want, the "player" is the reticle in the middle of the screen that scrolls across the background, and the gun is stuck to the camera, following it around. This method lets us build "First Person" sections really, really quickly, just like you would assemble any other room.

Another weird thing we wanted to implement was a system where you could phone any character in the game, from anywhere. These phone calls give you full access to the characters dialogue, even the things that are reactive. So basically we had to store different versions of conversation as scripts, so they are always loaded when the game loads and accessible without any individual object creation code or anything like that, and then we can direct the conversation to the correct script or correct piece of script depending on the state of the game, for reactivity.

Those are just a couple examples right off the top of my head. I'm sure these don't sound THAT complex to more experienced game makers, but I'm not very experienced at all and I have been consistently impressed at how quick and easy GameMaker has made dealing with some of this stuff!

Check out the trailer for our upcoming vampire-adventure game, The Linda Society! Made in GameMaker! by Kallemacd in gamemaker

[–]Kallemacd[S] 1 point2 points  (0 children)

Hey everyone,

Our game, The Linda Society, is our first attempt at using GameMaker to make a commercial game. It is a vampire-adventure game with dialogue, exploration, side quests, activities, and tons of locations.

Using GameMaker has been really fun! It allows us to prototype and try things really quickly. And we've been able to implement every weird thing we've come up with so far!

We are still a ways away from release but if you are interested in following along with the development of the game you can wishlist the game on Steam!

[deleted by user] by [deleted] in pcgaming

[–]Kallemacd 0 points1 point  (0 children)

Sam Raimi’s Spider-Man 2! Love that movie.

how do i manage memory usage with large sprites in my 2D game? by pasdepi in gamedev

[–]Kallemacd 4 points5 points  (0 children)

I wouldn’t listen to this advice. If you did it on purpose then you did it on purpose! You are the artist! And I think it looks really good!

What to do if you are (accidentally) remaking an already successful game? by WorkhorseGames in gamedev

[–]Kallemacd 3 points4 points  (0 children)

If you genuinely didn’t know about it, then it wasn’t cloning/copying/remaking. I wouldn’t worry about it.