Old Coding Game Tests – Oval Orbit

Hi this is Gaben, welcome to half strife 4

Oval Orbit

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QW,DF,AS,ZX,ER – manipulate orbit

Oval Orbit test was mainly a means of playing around with maths in game maker in order to pull of unique orbiting motions.

The combinations are quite varied, which is why I had several of them on screen so you can enjoy the variety that can be achieved.

I primarily used this for projectile attacks in games like nameless, I’m pretty sure I explored this coding test way after Frog Hop was done.

Do I use this in Ato? well…one can’t be too sure.

Do I use this in half life 3? yes.

-Gabe N

Old Coding Game Tests – Joint Flash test

Hi, this is gabe newell, welcome to half life three

Joint Flash Test

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Joint Flash Test, is just a pure visual code test, the idea was to figure out means of making it easier to design bosses with joints without code.

I experimented with this idea using Macromedia Flash (which become Adobe Flash and then became Adobe Animate).

The concept was, instead of brute force coding a bunch of annoying scripts and math functions and timings, why not just create the animation ahead of time in flash then export it somehow.

So the idea was I animated some dummy characters above, and then I exported a low quality png sequence for the sausage thing and the stick dude.

The result was that indeed you could have motion tween animations, and you could then theoretically break it apart so that if you fought a boss and could destroy it’s arm, you’d have to export a separate png sequence for that arm. The challenge then becomes if you’re going to do different animations then it can be a bit tedious to handle the exporting and importing which from my experience is really tiring.

I’m not sure what I think of that approach now, but it certainly can work (even if it’s a bit jank because you would have to figure out collisions since the origin point of each joint doesn’t change). And the issue of wanting to work with delta time smoothness or even intentional game slomo sequences would make the result choppy instead of smooth.

So yeah, that was a test, this was a post, that was a gaben.

-Brandon

 

Old Coding Game Tests – Doodad test

This Brandon, here code game test

Doodad test

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Left click – spawn doodad

Right click – spawn doodad extra

Doodad test was a means to play around with Game Maker’s built in code for things like direction, speed, friction, etc.

At first it seems like it’s not much, but in reality it breaks the fourth wall and becomes a game of the year game.

I used these a lot actually for Nameless, for things like bullet shells, impact particles, debris, etc..

Some of the ideas behind it are used in Ato, but Ato is a more modified version for things like the statues pieces when they get broken.

I don’t have much to say, I think I also used it for the magic drop soda bottles in the Frog Hop April 1st video (NOISE WARNING):

-Brandon

Old Coding Game Tests – FPS Test

Oh hai thar, brendon here.

FPS Test

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move mouse – look

ESC – quit

FPS Test was an experiment to see if it was possible to create the illusion of being in a “3d” space with 2d slides.

I don’t have mnuch to say, it’s extremely simple code wise and involves locking the mouse to the game window and then making any adjustments to your direction by checking each step for any changes that the mouse made.

really it’s just…

xLook += mouse_x * global.sensitivity

If it didn’t have mouse lock, the view would keep spinning and only stop if you brought the mouse to the very left of the screen.

It was cool to see if the idea would have worked or not, it does, though to make sprites for this would be much easier if you made a scene in 3D and pre-rendered them out.

Though certainly this can be done with hand drawn imagery.

-Brandon

Old Coding Game Tests – Ball Room

Hi gang, looks like I have returned to look at some old projects I’ve made. So I decided to do something bite sized and show a “demo scene” test (quick programming experiments I made when I was learning game maker (though I still am learning even to this day)).

A big thing with these is that there’s not much in terms of gameplay and I mostly talk about the goal I was trying to accomplish and how I did it. Most of the time when you learn a new program, you just have this urge to try something out. Especially when you’re starting out and you have a bazillion ideas in your head. I believe I mostly did these Coding tests just to play with an idea and most of the time they didn’t really develop into an actual game (though I will eventually cover some of the misc games where this was the case).

Ball Room

Download (windows)

left click – spawn ball

right click – destroy the world

Ball Room is still my most legendary creation to date. Featuring revolutionary 3Dx Jigga-watt graphics (patent pending) and utilizing dynamic crash processing, the most latent computer feature to date. This game revolutionized and inspired metal gear solid.

Ball room was specifically designed as a challenge in my head where I saw an old NES game called Penguin Wars

Intense penguin action, rated M+ for maximum power! Nintendo power!!11

I saw the ball move towards and away from the camera along the table in the game. And then thought to myself, “I wonder how to code fake depth in game maker” and then thought “why do I even consider doing pointless coding projects that make me look like a chump with 1 million likes, yet I still manage to be able to finish making games-…

Oh sorry I got carried away there.

So anyways, Ball Room was my shot at just playing with fake depth with ball objects.

It’s really simple, I create a ‘z axis’ variable and set it to a random number. then I have that affect how big the ball will be and where it will be along the vertical space.

i.e.

z=random(100)

xscale=(z/100)

There’s also a fake ground value I have that has the ball check if it touches it’s own personal “ground” to then bounce off of. Actually that code aspect is very similar to how I did the jump feature in Frog Hop’s Map system.

The fake “ground” is his original spawn position, and whenever his fake z-axis goes past it, he will stop “falling along the z-axis”

It was actually super hacked in and probably not the best way to code the ball room. I’m trying to think back on why I didn’t make a game of it, unfortunately I can’t remember. I think this was one of those rare cases where I just made this little demo scene of balls bouncing around and was satisfied with figuring it out.

If I think about it now, I really don’t know what kind of game I would have made, maybe I would make a cowboy gunslinging game and shoot the bouncing targets? Or drive a toy car avoiding the balls? 3-d munchman (yes munchman, not pa-)? I suppose there are plenty of game concepts that could come from such an experiment.

Apparently I have this fascination with 2-D games that have a fake z-axis. Games like Mario & Luigi, Golden Sun, and plenty of beat-em-up games like Streets of Rage have this aspect.

I will say that as pointless as this coding test might have been (especially since I didn’t even accomplish the goal of making a game of it). That I do find myself going back to the source code from some of these projects to copy/modify them into any current project that I’m working on.

I look back on Ball Room and I gotta say it was pretty fun to code, good times good times.

Thanks for reading!

If you enjoyed what you read, you can follow this blog by selecting the menu (top left) and fill out the email section.

-Brandon