Indie Beacon – Issue 4 – 4/16/2014
Every other issue covers games I find on the internet by OTHER people, but this issue covers the games I found in my online storage service. I found the first game I ever made in GameMaker in there, apparently still hosted on my old website(shutdown to public).
Here are some screens, and downloads if you want any of these terrible games. Note: Some of them were edited last year to reduce the amount of sounds played for Windows 8, but they may still crash. They are also very amateurish, but they are my first games, mind you!
I read the tutorials like everyone else, but I was determined to make an actual game instead of a tutorial edit. I achieved my goal with SpaceShoot! It has 7 whole levels of meteor destroying madness! The later levels have flames to avoid, which break the laws of physics, but I was a kid. 😛
The SpaceShoot game was the first of a small series of games I made, all shooters. There was SeaShoot and StreetShoot, and all of the games had one sequel each. DeepSpaceShoot and DeepSeaShoot were longer, expansion like releases to the originals. StreetShoot 2 was a rather large change from the first, as it had many different enemies, but as it was all done in DnD it almost always silently fails in the second level.
The Yoshimi Games 1&2
The first two Yoshimi games were rather lack-luster. I made them for my Sister, kind of as a joke because she likes the song “Yoshimi Battles the Pink Robots pt.1” by the Flaming Lips. I became a little obsessed with the song and made a game out of it. It is a basic open ended shooter, you choose a map and blast away at endless robots.
The first game has a selection of Pistol, Assault Rifle, Shotgun, and Grenades, as well as a Vitamin pickup to heal damage. All games in the series use RPG Maker VX graphics, but they are all made in GameMaker 8.1(up to IV anyway). They also use sound resources from RPG Maker VX.
The second game would introduce a new enemy and two new weapons. The enemy is called a “Destroyer”, they are giant pink robots that take many hits to kill. The weapons are a Battle Rifle(3-shot) and place-able mines. Yoshimi’s hair is also Blue instead of Pink, this is a bit of an homage to my Sister(she used to frequently dye her hair radical colors). Yoshimi’s hair colour has changed in every new game. This game has three entirely new maps, made using RMVX tilesets.
Yoshimi Series 3+
Yoshimi III was a bit different, it had two releases(my first game to get “patched”). I had originally programmed an extra mode into the game, but I couldn’t get it to work properly because it was made in DnD. When I did the Windows 8 optimisations last year I went in and fixed the “Eternity Mode” which places you in a random map and gives you an ammo cap for the first time in the series. New weapons include a Battle Axe, a Sniper Rifle, and a Grenade Bow with lock on targeting. The map limit was also increased to five, with one being a map from the first game. There is also a new type of enemy, called the Colossus, it takes 20 hits to kill and can cover an entire map with its size.
Yoshimi IV(last Original file based game)
This game was really feature packed, but it also suffered from my bad game making skills at the time. The file size is over four time the last game’s, because I had been building the new games ON the old game’s files. They were literally all the same game just with new stuff replacing old stuff. But this game had a lot of new stuff, including a new character! The Yoshimi IV feature list is as follows: Yoshimo(new character), XP points, money, upgradable powers, levels, an Air Strike weapon, a wider spread on Shotgun blasts, an ammo limit placed on all weapons, a Rocket Launcher, and another new enemy! The new enemy is a blue spheroid robot that takes 3 hits to kill and it’s immune to explosives. This game didn’t take as well as I thought it would, most of the people who played it(my family and some GMC members) did not like the sudden switch to an ammo cap, or the giant file size.
Yoshimi Remastered(First GM:Studio game)
This wasn’t really meant for public release. I made it in Studio:free to see how much the software had changed. I was still a pretty bad and naive coder, but I had finally moved to GML instead of DnD! You’ll notice in the screenshot above that I had yet to master the art of layering tiles. There are three maps in this game: Farmland(somewhat of a staple in the series), Fort Roboto(pictured above), and Snowbound. The original three weapons are the only ones available, and they have real gun recordings for the sounds(terrible idea, btw). This game also implements a difficulty setting that ranges from Easy to the F-word(I thought it was cool to name a difficulty after the word it makes you say). The main menu is pretty spiffy, if I do say so myself. I branded the game as Yoshimi I “HD” because I used my PCs screen resolution(1366×768), making it unplayable to some.
Honestly, if you guys have been following me for any amount of time, you know what Boken is. It was my first attempt at a real game, that people would WANT to play. It was supposed to be an RPG, with an awesome overworld, tonnes of enemies, side-quests, and lot’s of options. It was even “finished” at one point, I revisted it to fix some bugs and ended up adding an entire area to the game, with a new shopping mechanic and loot drops. The last release was around November of last year I think. It started as a game called Super Computer Adventure, then I renamed it Rift. I changed it from Rift, because of the terrible MMO of the same name, to Boken, the Japanese word for Adventure(according to Google Translate…). The next release of Boken will be this year, and it looks something like the following screenshot at the time of me writing this:
I have not listed GMCJAM games I’ve made here, as they are going to be in next month’s Peanut Butter and GMCJAM! issue, following the 14th GMCJAM.
Links have not been provided for the listed games because I’m fixing some long known issues with the games. I will be updating this issue later with updated downloads for the games.
EDIT: You can grab all of the original Yoshimi games from the Downloads Center in the Yoshimi Collection.
Thank you guys so much for reading, it means the world to me. Someone said I should remove the Log-in requirement to comment, but all of the other GM based blogs seem to use this mechanic without any issues. So it will stay on, unless more people think it should go.
If you have any questions or comments, drop them below, and have a great day/evening!