I decided it was about time I attempted to make a demo for the first level of 'C-List Saviour'. Today was all about drawing out the level in GameMaker. Now, anyone who's taken a look at some of my previous entries will see how artistically challenged I am, so the likelihood of me being able to knock up a 3D demo as per the game concept is not high. Instead I'm going down the tried and trusted route of 2D semi-top-down as per games such as 'The Chaos Engine' and the original 'Metal Gear' games.
To try and cut down on memory usage, and to allow myself more control when it comes to changing the level layout, I opted to try using a tileset. Naturally, I made my own; this accounts for the graphical appearance that would make a primary school pupil wince.
To utilise a tileset in GameMaker, all you need to do is create a number of defined tiles in a drawing package (I used GIMP 2). By drawing your required tiles within the spaces of a grid (I set one up at 32*32 pixels), you can then load this into GameMaker as a Background and select the 'Use as Tileset' option.
Obviously, it helps if you set the tile properties to match the grid you drew your tiles to.
From then on, it's a case of drawing out each area, or 'room', you require in each level.
As you can create invisible objects to assign certain properties to areas on screen, you can make certain parts of your screen impenetrable to your player character.
This single starting level has rather a lot of rooms, however, and they all have to be linked together.
If you're creating a linear level, this is rather easy; you simply make sure that the order of rooms under the 'Rooms' folder is in the order you want your player character to travel through them from top to bottom.
As I want my player character to enter and exit areas at will, this makes things a little trickier. That will no doubt be the subject of my next post about putting together my first level for 'C-List Saviour'.
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'Metal Gear' and 'The Chaos Engine': 2D top-down esque games where the art has been done by actual artists. (Source: IGN.com and listal.com) |
To try and cut down on memory usage, and to allow myself more control when it comes to changing the level layout, I opted to try using a tileset. Naturally, I made my own; this accounts for the graphical appearance that would make a primary school pupil wince.
To utilise a tileset in GameMaker, all you need to do is create a number of defined tiles in a drawing package (I used GIMP 2). By drawing your required tiles within the spaces of a grid (I set one up at 32*32 pixels), you can then load this into GameMaker as a Background and select the 'Use as Tileset' option.
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If you find your tiles don't quite match up, there are a number of options which allow you to tweak just what GameMaker will create into a tile. Which can be handy. |
Obviously, it helps if you set the tile properties to match the grid you drew your tiles to.
From then on, it's a case of drawing out each area, or 'room', you require in each level.
As you can create invisible objects to assign certain properties to areas on screen, you can make certain parts of your screen impenetrable to your player character.
This single starting level has rather a lot of rooms, however, and they all have to be linked together.
![]() |
Twelve rooms for a single level? It only has one objective, too! |
If you're creating a linear level, this is rather easy; you simply make sure that the order of rooms under the 'Rooms' folder is in the order you want your player character to travel through them from top to bottom.
As I want my player character to enter and exit areas at will, this makes things a little trickier. That will no doubt be the subject of my next post about putting together my first level for 'C-List Saviour'.
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