Category Archives: gamedev

There will be blood!

Still playing around with some bomberman-ish gameplay. The progress is not that convincing as I’m still trying to figure out this working-on-my-one thing.

It certainly feels like my brain is still recovering from the fatigue that I built-up while working on Creatures (my mates there are still working as hard as they can, keep it up!)  but it’s fun to actually get my hands dirty again.

I added some enemies, more space, and blood puddles. It took some time for me to understand the nuances of the sprite-based collision and I’m still getting plenty of weird things like the character not triggering a collision when colliding with a monster from anywhere else than the front (note to myself;  keep this bug in mind if I end up making an enemy only dangerous from the front in the future).


I kind of like Game Maker yet I’m finding myself trying to code components and it doesn’t seem to built that way. I still have to figure out what the do’s and don’ts are but I find that the handling of scripts is quite cumbersome: getting an overall view of an object is not really possible. and I’d like to display the code of a script directly in the object window. Then again, maybe I’m just missing something.

*EDIT*: It appears I’m not the only one wishing for that.

Still, just like with Unity the community is huge and you can find an answer to almost anything with a google search which is really super helpful.

I’m also trying to make the explosions more boombastic but I’m not quite there yet. I’ll try adding seizure-inducing screen flashes.


Next step: figuring how to integrate some general content flow. And maybe multiplayer as it’s the easiest way to tweak the bomber’s gameplay.


Messing up a bit with Gamemaker. It’s pretty simple to get results and there are some very useful functions out of the box. Huge community as well which is helpful!

I’m also the last person on earth to have fun with Vine.