Recently I competed in the Post-apocalyptic GMC Jam #1, the first GMC Jam since YoYo Games upgraded their GameMaker Community. My entry was called Lonely Drone, you can download the GMC Jam version here, or play the updated Chequered Ink version here.
This jam was actually crazy busy, I reckon it’s the most time I’ve ever spent on jam entry in my life (and I’ve entered about 16 of them…) You can see my devlog in the original post, but I thought I’d cross-post it here along with my post-jam evaluation at the bottom of the page. Enjoy!
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Recently at Chequered Ink we released a game called Chippity Flip, our own take on ‘lights off’ puzzle games, where the player toggles multiple squares at once to make the whole board the same colour. We also released a stripped down version of the project called Turn ‘Em Off, which you can grab on itch.io for $4.99 if you want a head start. However, the process behind the game’s creation is pretty simple when you understand it and the solutions used could come in handy for making other puzzle and board games, especially if you’re new to game development. So here, I’m going to lay out how the project works.
Continue reading “GameMaker Tips: Creating a ‘lights off’ game”
Tiny Wayfarers is a project that we announced over at Chequered Ink during our April Round-up. It’s a project I’ve been working on for a few months, and I thought I’d share a bit of background info on it!
The game itself is kind of a non-idle idle game. That’s not a very clear description… so it’s a bit like 25 days but with various implanted RPG aspects to keep your attention (rather than simply having to make sure your phone doesn’t lock while “cheer” is being generated, as in 25 Days). There will be different wayfarers (classes in most RPGs), magical charms, items, goals, trading cards and – quite importantly – battles!
Continue reading “Tiny Wayfarers Devlog”
The Windows Phone export in GameMaker: Studio has caused me more issues than any other. The export module’s stability probably suffers from the lack of popularity of the platform in general, which creates a vicious cycle because developers find it hard to create exciting games for Windows Phone!
Continue reading “GameMaker Tips: Positioning Windows Phone Ads”