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Topics - YoSniper

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Fangames! / YoSniper's Fangame Contest 2016 *RESULTS*
« on: February 14, 2016, 01:10:32 pm »


1) Minimum of 1 Area + 1 Boss Fight
2) Include a God Mode option (toggled with Ctrl + G)
    - Immortality
    - Ability to place Kid with mouse
3) Include a README text file with your game describing how the Creativity rules are implemented, as well as any other necessary details
4) NO JUMPSCARES - Do not push the boundaries of this rule. I mean it.

5) Include a reference to a shoe (the generic Kid's shoes cannot count toward this.)
6) Include a reference to a horn.


Once total purse is determined by number of contestants, the money will be divided as follows:
- 50% to outright winner of contest (highest aggregate score from judges)
- 30% crowd favorite (mass vote at end of contest)
- 20% most creative use of Creativity rules, as determined by judges

Thank you in advance to all who participate.

1. WetWookie - I Wanna Dance With Daggers
2. Lss - I Wanna Be The Soupreme
3. 128-Up - I Wanna Escape The Basement
4. GamerGuy500 - A Gamer's Journey
5. Hop - HopPros

Link to submitted games:

1. YoSniper
2. Paragus
3. GeoGeo22
4. Patrickgh3
5. pieceofcheese87
6. just_another_Guy
7. L4Vo5

Game Design! / IWBTG / Mario Party Crossover
« on: October 18, 2015, 01:13:19 pm »
Alright guys, well I feel I need to spill the beans about my multiplayer game idea that I wanted to work on for my next IWBTG fangame project.

What I want to do is create a Mario Party sort of game, where players take turns moving along "boards", collecting units and hearts, and playing mini-games.

I have no experience with creating online multiplayer games, let alone in Game Maker, so I'm going to need some help with development. I have already downloaded the GMnet engine and have been reading about how to set this kind of stuff up, but a lot of it is going right over my head. There is also mention that I might need to purchase server space, and while it may be cheap, I want to for sure know what I am doing before I go out and do something like that.

If anyone has prior experience in creating this sort of environment, I could really use the help. I have ideas of how I want the game to run, but I don't know what I need to do in order to allow multiple users control their characters with their own configurable control schemes (to say the least.)

Please reply to this thread or PM me if you have the know-how to help me get started. I'm using GM:Studio Pro.

Serious Discussion! / Never give up
« on: October 01, 2015, 05:51:38 pm »
Early on, I never really ventured across this particular section of the forum, but after seeing many of the topics posted here, I feel I should share this story with all of you.

I may have a happy existence now, but this was not always the case. I had to learn a lot of lessons the hard way, and most of these lessons happened over the last five years.

Starting more or less in 2010, right after I graduated college, my life was filled with regret. The economy was terrible, and the dream of me getting a high-paying job right out of college quickly turned into the reality that jobs were not merely waiting for me. Up until that point, I had not really researched any companies, or thought about what specifically I wanted to be, or how I was going to contribute to society. I had figured that merely something would come along, and over time I would tailor my abilities to fit the function.

What I ended up doing was waiting tables at Big Boy for a summer, which was not at all what I wanted to do with a Bachelor's in Engineering degree. I was hesitant to go to graduate school, because I hated the idea of going into debt, and my parents had graciously put my through my undergrad, and I knew for a fact that they couldn't pay for my graduate degree (not that they would want to.)

Ultimately, I was convinced by the woman who would become my wife to attend graduate school, and take out a few grand in student loans. I also moved out of my parents' house, which was long overdue, and rented a flat in Detroit while I attended Wayne State University.

At first it started out okay. I went through a couple of contract jobs through the university to get some form of compensation. It paid the bills, but I was literally living paycheck to paycheck. Obviously, this would not work out as a long term thing. The hardest part was that part of my Master's degree was supposed to involve some form of research, and initially I was on a path where I was expected to write a thesis. The problem was that I was never interested in anything enough to really want to do research, and I didn't have any obvious choices in front of me.

When I finally came up with some skeletal idea of what I could do research on, I quickly learned that someone else who worked at the university, and who was actually finishing up his undergraduate degree, had done more or less EXACTLY that topic. Completely out of ideas and direction, I diverted to the "general option" for my Master's, which only required one semester of "research," and I somehow half-assed my way to an A in that class. Basically, I wrote about various quality engineering tools, stuff that I still have no interest in, and that I think is the most generic shit that any fuck with half a brain could come up with, but it checked the box off of my list and put my one step closer to my degree.

I should mention that during this time, I had taken a contract job with Chrysler. The job paid considerably more than what I had been doing through the university, and it had "Engineer" in the title, but I quickly realized that I did not enjoy the work one iota. First of all, I have (and have never had) no interest in the automotive industry. Car engines are like the human brain to me, but beggars can't be choosers, and this was the only viable opportunity I had been offered in recent months.

It was a less-than-desirable existence for me. On weekdays I would wake up earlier than I could bear, drive to work, have a candy bar and a bottle of Coke for breakfast, sit on my ass or argue with suppliers, go out to a fast food lunch, sit on my ass some more, drive home, go to class and have my eyes glaze over, and then come back to the flat I was renting for maybe a couple of hours of free time. My dinner would consist of Subway, Chinese leftovers, or a TV Dinner because I still couldn't cook worth shit.

On weekends, I would drive two hours to see my then girlfriend, who had a full-time job she enjoyed. But then I would have to drive two hours back to repeat the same weekly routine.

I was almost completely secluded from human contact. I'd talk to friends on Skype occasionally, but I didn't really hang out with anyone except for my girlfriend. I started getting this delusion that I was expendable, that the world wouldn't blink if I suddenly didn't exist, and that my girlfriend could do infinitely better than me. Friends from high school didn't contact me, and no social organizations in the area even marginally piqued my interest.

And finally, in December 2012, the shit hit the fan. My contract with Chrysler was terminated without notice, and I was once again back at square one looking for employment. What little purpose I had had just evaporated. I was fortunate that my girlfriend (who had just recently become my fiancee) was willing to take me in at the condo she had just purchased for herself.

I want to state that if I envied my fiancee's success at all, it was very marginal. I was (and still am) extremely happy for her success that she achieved through sheer ambition and hard work. But I couldn't figure out why I didn't have the same kind of drive or fortune.

Seven months passed by, and I was still unemployed. The beginning of 2013 was the absolute worst time of my life, and I would fight a starved grizzly before I would ever go back and relive that nightmare. Every day, I would look for jobs that mildly looked interesting. Most calls I received were from head hunters that wanted to pull me back into the automotive industry. Thankfully, none of those worked out, even though I was extremely desperate at the time, and the constant nags from both my parents and my fiancee's parents did not help. "If I hadn't found a job yet, I obviously wasn't trying hard enough."

I started writing down some of my thoughts. I never showed them to anyone, but I wanted to keep track of my emotions so that if things ever came to a head, people would understand what I was going through. I look at some of those pieces now, and I am amazed at just how depressed I was at the time. I remember thinking that if I finally made the decision to take my own life, the first thing I would do would be to alienate my fiancee completely, so that she wouldn't feel so bad after I was gone.

That was my rock bottom. That was mostly what was going on behind the scenes when I created my YoGameReviews channel. The engagement over the internet gave me a little bit of encouragement that I meant something, but ultimately it was the woman who is now my wife who kept me from crossing into the dark. She saw in me something that I could never see myself. I still don't understand it, but she saved my life without ever knowing it.

In July of 2013 when I finally found employment, I slowly crawled back into a happy existence. I was doing work that I enjoyed, and I was being recognized for it. And then in 2014, I received yet another opportunity that reduced my commute and increased my pay, and I've been at that job ever since.

I want to stress that because I never gave up, I am here today, and I'm happier than I have ever been. If you're feeling like your existence doesn't matter, I highly recommend that you:

- reach out to friends rather than waiting for them to reach out for you.
- continue to do what you love, and make it public so that you receive recognition.
- never settle for a crap job because you don't believe you can do any better.
- if all else fails, seek professional help.

The most important lesson I learned from all of this: never take anything for granted. Appreciate the people who love you, and appreciate the things that make you happy.

Serious Discussion! / So, it's coming time for me to upgrade my hardware...
« on: September 11, 2015, 08:28:51 pm »
Hello forum,

I know, I rarely post in sections other than Fangames, but I figure that this is the best place for this topic.

My crappy laptop that I've had since 2010 is really holding me back from doing better things. The battery can no longer hold a sufficient charged, and keeps complaining that I need to replace it (I doubt these kinds of batteries are really being mass produced anymore) and sometimes, the thing will just overheat and shut itself down suddenly (usually when I'm in the middle of putting together a video project.)

In short, I'm looking to get a new computer; specifically, I am looking for a desktop. And I would like your recommendations based on the following criteria:

- I'm probably going to want to jump straight into Windows 10. This is probably a given, but I want to be sure.

- I bought They Bleed Pixels on Steam years ago and have never been able to play it because the graphics card in my laptop can't handle it. I want a computer with a good enough graphics card to play games like that and A Donkey Kong Country Tribute Game.

- Certain people want me to start streaming again. I would need recommendations on the best kind of software to use for that.

- I'm kind of sick of using Camtasia to edit my videos together. The transitions are never really good. I'd like to know if there is some good screen recording software out there (preferably freeware) that can capture system audio as well as audio from my mic. I'm also open to learning about better video editing programs (kind of don't want to go with Windows Movie Maker.)

- Overall, I want to spend less than $1000, but if I absolutely have to, I'll exceed it a little bit.

Any help is appreicated. I'll make sure to bookmark this thread so I can come back to it regularly.


Fangames! / YoSniper's Fangame Contest 2015 *RESULTS*
« on: December 05, 2014, 10:37:23 pm »

Part 1: https://www.youtube.com/watch?v=ORLC3R-q4fo
Part 2: https://www.youtube.com/watch?v=ILAo9McazeE
Part 3: https://www.youtube.com/watch?v=Tc-4TkSKylg
Part 4: https://www.youtube.com/watch?v=zStZDRZwC-U
Part 5: https://www.youtube.com/watch?v=OywdaIFId_M


Well, it's official! YoSniper's Fangame Contest 2015 has kicked off!

No pre-registration is required this time around; just submit an entry if you want to participate.


1) Any engine is acceptable (even no engine at all)
2) Games must have at a minimum ONE complete area and ONE boss, although more is usually better.
3) Games must be Windows 8 friendly. Abrupt crashes are BAD!!!


4) A "God mode" option must be included in the game. This ensures that all judges will be able to play through each game in its entirety.

5) A README file must be included with your game submission. This will just explain in obvious terms how all of the rules are followed, how God mode can be activated, and any other important details.


6) At least two distinct gimmicks must be employed, NOT including the following:
- Double-jump restores
- Switching lasers
- Gravity switching
- Invisible/fake blocks
- Increased/decreased speed
- Increased/decreased gravity

7) Include at least one collectible item that serves some purpose (not just for the sake of being collected.)


8) Include a reference to either Primal Rage, Killer Instinct, or Mortal Kombat somewhere.

9) The randomly chosen word is "misogamy." Reference this word somehow somewhere in your game.




1. ValDenStudios - CONFIRMED
2. pieceofcheese87 - CONFIRMED
3. TheGamerGuy500 - CONFIRMED
4. zeapawak - CONFIRMED
5. WetWookie - CONFIRMED
6. RandomFangamer - CONFIRMED
8. ChrisTheGuySlayer2002 - CONFIRMED
9. klazen108 - CONFIRMED
10. ShutUpNerd - CONFIRMED
11. spriter - CONFIRMED
12. Mr Wonderful - CONFIRMED
13. Derf & Katz - CONFIRMED

1. YoSniper - VOTED
2. Jmab - VOTED
3. Raganoxer - VOTED
4. Kilgour22 - VOTED
5. Klaty - VOTED
6. Nat - VOTED
7. Paragus - VOTED
8. natedog2007 - VOTED
9. Starz0r - VOTED
10. Musto0063 - VOTED
11. cdmans - VOTED

The prize is a maximum value of 25.00 USD. The winner can redeem this in the form of Steam games, raw cash, or whatever means they wish. They can even waive the whole thing if they want (although that would probably piss off all of the other participants.)

All submitted games are here (except for PSIFT, by Derf's and Katz's request.)

General Discussion! / Automatic Log-in No Longer Works
« on: August 31, 2014, 03:47:21 pm »
Well, I've dealt with this for a couple of weeks now, but this needs to be addressed.

Automatic log-in for this forum no longer works for me, and logging in is apparently no longer possible for me on my mobile device.

I don't know what the deal is. I navigate to this page, log in "forever", check out the new threads, and everything is fine. But if I navigate away from the forum and come back, even without closing my browser, I have to sign back in. It doesn't matter for what length of time I choose, this always happens.

Is anyone else experiencing this?

Fangames! / YoSniper's Fangame Contest 2014 *RESULTS*
« on: February 03, 2014, 09:07:07 pm »
I hosted a contest where various game developers get to create fangames within certain rules. The prize at stake was $100.

MetaKnightKirby2 VOTED
ethinthenougathorn VOTED
Alexthe9995guy VOTED
Natmanoleon VOTED
YoSniper VOTED
Hiddow VOTED

My sincere thanks to everyone who stuck with me to the end here, whether you participated or judged.

Contestants in the Running and projects
1. SirRouven1003 - I Wanna Get Some Money SUBMITTED
2. pieceofcheese87 - I Wanna Escape Reality SUBMITTED
3. klazen108 - I Wanna Restore the Balance SUBMITTED
4. renhoex - I Wanna Be The Gun SUBMITTED
5. Kendom - I Wanna Be The Boss Hunter SUBMITTED
6. zeapawak - I Wanna Find The Sealed Power SUBMITTED
7. Kyir - I Wanna Conceptualize the Omnitruncated Tesseract SUBMITTED
8. GayWizard609 - I Wanna Be The Gaywizard SUBMITTED
9. Storyyeller - I love Time Travel! SUBMITTED
10. charizardfuego52 - I Wanna Kill The Ochipi 2 SUBMITTED
11. Gutiger - I Wanna Enter Ironically SUBMITTED
12. Mr. Wonderful - I Wanna Wake Up SUBMITTED

Announcement video

Rules Video:

Part 1: www.youtube.com/watch?v=kMd-7dah9-A
Part 2: www.youtube.com/watch?v=HcI7u3C3gRk
Part 3: www.youtube.com/watch?v=4Bc9tEwbnGc

The deadline for submission was June 1st, 2013. Whether your game is complete or incomplete, the final product must conform to all of the following rules in order to qualify:
Serious Rules
1. No double-jump restoring objects like in I Wanna Be The Boshy
2. No lasers that switch on and off like in I Wanna Kill The Guy
3. No Mario references or music
4. No bosses that are mere bullet hell like in I Wanna Be The Barrage
5. No copying rooms from other fangames like in I Wanna Kill The Kamilia
Entertainment Rules
6. Include a pie somewhere in your game
7. Include some form of cinematic in the game
8. Include a specific sound effect (you'll know it when you hear it)

Download the pack of submitted games here:

Note: I Wanna Kill The Ochipi 2 was omitted by author's request.

Other Games! / Uncle Roundy's Chip Adventure
« on: August 24, 2013, 12:32:17 pm »
So, those of you who know me should also know that I am a big fan of the ZB&J guys (ZoopSoul, brisulph, and roundthewheel.) Given that I have made fangames for two of them, it only felt fitting that I should make a game for the third. However, since he has not played IWBTG, nor does he appear to show any interest in being part of a fangame, I decided to go a different route and make a Chip's Challenge fangame for him.

Uncle Roundy's Chip Adventure incorporates pretty much all of the basic elements of the original Chip's Challenge, but also adds in a few of my own gimmicks, such as pitfalls, lasers, crumbling platforms, sawblades on tracks, ghosts, and even the Mirage character from 9 Divine has gotten a makeover and makes an appearance.



Other Games! / Chip's Challenge, anyone?
« on: July 12, 2013, 09:46:54 pm »
I got a spark of inspiration recently, and made an engine for developing Chip's Challenge games/level packs in the span of about a week. I used the tileset from the Windows 95 game, as well as the sound effects and music.

Check the game information and the sample levels to learn how to create/modify levels. The only thing I'm not sure I got right is the fps, and how fast the player moves relative to the enemies in the game. But I'm happy with how this turned out.

Download: http://www.mediafire.com/?65ly2xqzi9b7a3c


Other Games! / The Shittiest Game You Ever Played *FINAL*
« on: April 04, 2013, 09:50:15 pm »
Before you reply to this thread with a list of fangames you absolutely hated, this is actually the title of a game I decided to make on a whim.

Why this title? Well, the game involves a lot of shit.

You are Bird The Gen, and you have eaten some bad chicken. This pisses you off to no end, so you decide to take your revenge on the world by releasing your bowels over EVERYONE!!!

The final version of this game has 3 stages, each with 10 stars to collect. I was originally going to go for 5 stages, but I ran out of resources and motivation, so we're stopping at 3.

DOWNLOAD: http://www.mediafire.com/?7thp9nu4816onxn

Your save file from the alphas WILL NOT BE COMPATIBLE, SO DELETE THEM!



Sprites, Backgrounds
YoSniper, Revanic45

Sound Effects
Bird The Gen, soundbible.com

Song of Suffering feat. UltraJMan - Paul Serafino
Cavern Claustrophobia (Armadon's Stage) - Primal Rage OST
The Brink of War (from 9 Divine OST) - Steve Melin

Solution Videos
Stars 1-1 thru 1-4: https://www.youtube.com/watch?v=ivl0AbiipWY
Stars 1-5 thru 1-8: https://www.youtube.com/watch?v=7bI9O73QxIQ
Stars 2-1 thru 2-4: https://www.youtube.com/watch?v=LJf9dhH1eWc
Stars 2-5 thru 2-8: https://www.youtube.com/watch?v=ETjVJI7LAX8
Stars 3-1 thru 3-4: https://www.youtube.com/watch?v=Xt5JxSbLxoM
Stars 3-5 thru 3-8: https://www.youtube.com/watch?v=h06hkNJ22rI

Fangames! / YoSniper's Engine (dead)
« on: May 09, 2012, 10:51:15 pm »
<Links removed>

I've abandoned this engine completely. You are free to use it if you have a working link, but I'm not having it clutter my server space anymore.

It's a shit engine, and you have far better options.

Fangames! / Standards that have been established for fangames
« on: May 08, 2011, 04:36:08 pm »
A while back, we had a thread entitled "Rules of Making a Good Fangame." I feel that a similar thread needs to be brought back. Suggestions for standards on this thread will be added periodically if they meet the consensus of the majority.

Rule #1: Good Aesthetic Design

If the first thing someone sees when they open up your fangame is a bland background with plain text, or something that is no different from what is provided in the engine, then you have already failed at meeting this standard. Good aesthetic design generally means the following:

- Every screen of your game is good to look at.
- Sprites, tiles and backgrounds are used that are not included in IWBTG engines.
- Background dimensions match screen dimensions so tiling is not an issue.
- No hollow walls. Areas that are inaccessible to the player should be covered with blocks or tiles. Otherwise, it gives the game a sense of emptiness or half-assed-ness.
- Spikes and other hazards are placed only in necessary areas. Spikes placed in areas where they cannot be reached is an example of unnecessary placement. No spikes should appear to be floating in mid-air as a general rule.

Rule #2: Learning Curve

One of the biggest mistakes among beginning game developers is that they start off making the game too hard. A fun game starts off relatively easy and gets harder as it goes along. If a game starts off immediately with a bunch of intricate jumps then immediately the player will consider it dull. Tutorial levels might not be such a bad idea.

All paths should be planned out ahead of time. Do not just create a path as you go, because that typically leads to poor level design. You are not required to use up the entire span of each screen.

Rule #3: Dick Moves (How far is too far?)

While elements such as triggers and fake blocks are expected in all fangames, there are a few standards to be met:
- Fake blocks (ones that the player just falls through) should be shaded a slightly different color than regular blocks.
- No intricate jumps between screens (blind jumps.) This must be accounted for in level design.
- Invisible block mazes are typically not a good idea.
- Invisible spikes are a HUGE dick move and should not be a prominent factor in your game.

Rule #4: Originality

If you do not wish for your game to be considered a direct rip-off of another game, then you need to have your own elements in it. Design your own enemy or hazard, and do your best to not emulate another game. The following are cliches and will not typically be considered for originality.

- Retracting or vibrating spikes
- Homing attacks
- Double jump restores (attributed to Boshy)
- Enemies that simply move back and forth or up and down.

Rule #5: Account for Human Error

In other words, alpha test, beta test, and test some more. Glitches should be kept to a minimum, such as warps to other rooms or falling into an infinite abyss. If a glitch is possible to pull off, you should make an effort to fix it. Good game developers never blow off a possible game breaker.

At no point in your game should you be able to save in a position where they become trapped and cannot progress further. This includes saving inside of traps or areas that seal themselves off upon pressing the restart button.

Rule #6: Accept criticism

There will always be at least one person who does not like your game. As long as someone has a valid claim as to why your game fails to meet some standard, you should listen to that person and see how you can improve on that for the future. If someone says "Your game sucks" without a reason to back it up, then just laugh it off and move on. Brittle egos will not succeed in the real world, so the sooner you accept that, the sooner you will be able to become a better game developer.

Often times it is best to ask yourself why you are making a fangame in the first place. If you really want to make a good fangame, and you have a good outline and background for it, then you should have a pretty solid foundation. If you are simply making a fangame because you want to make a game, but have no real plan set out, then your foundation is poor and you are less likely to succeed. In other words, the better the vision, the better the game.

Rule #7: Trigger Density
Pretty much all fangames have triggers, and that is perfectly fine. However, they become really old really fast when almost EVERYTHING is a trigger. If a player comes to a row of spikes and the first one flies up and kills him, he might laugh it off and avoid it the next time around. If after doing that, however, the next spike does the same thing, he will start to get annoyed. If the entire row does that, one by one, then it just becomes flat out tedious. Mix up your triggers, and try to spread them out.

The following table represents a rough estimation of the MAXIMUM number of triggers that should exist between two save points on a given difficulty. This should aid you with the save placement standard as well.

Medium:     4
Hard:         8
Very Hard: 16
Impossible: No limit

Rule #8: Parameters for bosses
Bosses are expected in fangames, and they should present a decent challenge. Specific guidelines for bosses include:

1) Having a movement pattern that is unique to that boss and is not easily predictable
2) Have at least three distinct attacks (more is better)
3) Be large enough to provide the player with a broad target area but small enough so that the player is not too crowded
4) You should be able to hit the boss more than 25% of the time
5) Avoid excessive hazards that come after defeating the boss. (One final big attack might be ok for a boss to "go out with a bang." However, throwing a gauntlet of spikes or other hazards at the player after defeating the boss is just rude.)

Recommendations for bosses (optional, but strongly suggested):

1) Use bullet hell attacks very sparingly.
2) Randomize the order of your boss's attacks. This makes your boss less predictable. However, this also means that your boss should telegraph each attack briefly so the player has some time to react.
3) Scale HP according to difficulty level
4) If the boss is a final boss, it should have multiple phases. Other bosses can have them, too if you so desire

Rule #9: Skill vs. Memorization
Given the nature of these fangames, players will expect to see traps that come out of nowhere and catch them off guard. The idea is that once the player knows the trap is there, he can figure out how to avoid it subsequent times through the area. However, I have found that many fangames overuse memorization, as in the game is simply a chain of traps, one after another, that the player must memorize in order to get to the next save point. The problem is that this gets boring very quickly, and some players (like myself) do not have a high memory capacity.

An alternative to this is to have traps that are more obvious (as in moving objects that are not triggers,) but have a more obscure pattern so the player must move in a specific way to avoid it. Such obstacles are skill-based, and while they should not be overused, either, at the very least they have the possibility of giving the player a different experience on each trial.

Got anymore rules or examples for existing rules? Comment on the thread. These standards are always subject to change.

Fangames! / I Wanna Be Like Brisulph *Windows 8 Patch AGAIN*
« on: March 12, 2011, 08:33:50 pm »
So my last Windows 8 patch was apparently ineffective. This patch should take care of most Windows 8 shortcomings. I'm at least hopeful of that.

This also gave me the opportunity to fix a lot of glitches and oversights pointed out by MetaKnightKirby2. And apparently the old bug of glitchmethod saying "5" in a much older version still existed in brisulph form. If brisulph tried to talk to any other characters, he would just say numbers while the voice clip played. That has also been fixed.

I'll leave the old download link up for a while just for shits and giggles. But if you use Windows 8, definitely download from this link:



In light of the plight caused by Windows 8, I have released a new and improved version of I Wanna Be Like Brisulph. The crashes from sound overload in Windows 8 also allowed me to fix quite a few other problems in the game, such as those arising in Boss Rush (particularly for the Four Second Frenzy boss on Hard as Shit and TTF difficulties) and the portal not coming back after defeating Toast a la Ghost.

New download link (I actually got MediaFire to work this time) --> http://www.mediafire.com/?13l0x55ojov7hjj

Game includes:
7 playable characters
6 different guns
8 bosses
A wide variety of gimmicks
Boss rush
Optional unlockable challenge modes
Encrypted save system.

It's been a long fucking day, so please just have fun with the game. My work here is done.


--Programmed by YoSniper--

--Games Referenced--
Legend of Zelda II
Metal Gear
House of the Dead
Sonic The Hedgehog 3
Killer Instinct
Bubble Bobble
Donkey Kong Country 2: Diddy's Kong Quest
Four Second Frenzy
Teenage Mutant Ninja Turtles IV: Turtles In Time
Super Mario Bros.
Super Bomberman
Super Smash TV
Super Pitfall
Soul Blazer

--Sprites & Backgrounds--
Sprite Database: sdb.drshnaps.com
Shyguy Kingdom
Killer Instinct Online: killerinstinctonline.net
Supplemental sprites by: Indigo, heartlessmushroom, dakaarts, WeirdGreenCat

SFX ripped from referenced games and various free SFX websites
Bird The Gen (even if he doesn't know it yet)
Rips from [adult swim] and My Little Pony: Friendship is Magic

"Blame Canada" -- South Park: Bigger, Longer, and Uncut
Referenced Games' Soundtracks
Remixes by LordGavinGames and wlmmn
Thy Hero Within -- Dan Johanssen
Forsaken Neon and Operation Evolution -- Dimrain47

--Testers & Other Contributors--

-- Special Thanks --
halo shg and score_under for writing CleanMem.dll
sdz for suggesting it
Starz0r for showing me how to use it



Configurable controls
Multiple unlockable and playable characters (You start out with just the Kid, but rescue other characters along the way.)
Multiple unlockable weapons (You start out with just the regular gun, but collect new weapons by defeating bosses.)
Global achievement system
Boss Rush

INTRODUCTION OF GUN POWER AND SPECIAL POWER! You can no longer rely on your fast trigger finger to shoot bullets fast. Every time you shoot, you use up gun power, and you can only shoot when gun power is above a certain threshold. Some weapons fire automatically if you hold down the shoot button, but shots become less frequent as gun power decreases. Stop shooting in order to regenerate gun power.

Special power is attributed to specific characters. Much like gun power, using a special ability uses up special power. Taking a break from the special ability will regenerate special power, but if the special power level goes to 0, the consequences could be dire.

Once you have unlocked other characters, press CTRL while you are touching a save point, and the character select menu will pop up. Press left/right until you have selected the desired character, and then press the jump button to confirm and return to the game.

If you have defeated the boss of a particular area and do not wish to redo the entire area, press Enter and you will warp back to the main hub.

Game Design! / I Wanna Be The Better Engine *DELETED*
« on: February 03, 2011, 10:15:56 pm »



The world object is responsible for saving and loading the game, transitions between rooms at borders, and keeping track of any items that have been collected and bosses defeated. It even stores the user's controls for the game.

This object must be made persistent and never destroyed. It is created ONCE and only ONCE, and this happens in the very first room of the game, which is startRoom. If you rearrange the order of the rooms in the game, you will severely screw up the game.

In the Create Event, one of the first variables set is called gameCaption. The whole purpose of this is to distinguish the save files and globaldata files that your game creates from those of any other game in the same directory. Two games that produce a file that is merely called "save0" or "IWBTBE_save0" are going to screw each other up. To prevent this, change gameCaption to something related to your game IMMEDIATELY. If your game is called "I Wanna Be Bullshit" then a fitting gameCaption would be "IWBBS_".

The code in this object is set up by a convention that I recommend you use, especially when it comes to travelling between rooms. If the player touches a border and you have not accounted for the room transition in the world object, then he will walk or fall off the edge of the room and fall into an infinite abyss. If writing code for room transitions as described in the Step Event of this object is too complicated for you, then an easy alternative is to use warp objects at the borders. However, this looks choppy and amateurish.

The Draw Event of the world object may seem silly at the start because the world object has no sprite. However, it definitely serves a purpose and you must keep the world object visible in order for this to work. The world object is responsible for things like text on the environment. You can use it to create a HUD if you wish (and assuming you have the skill to pull that off.) The text/graphics that the world object draws can only overlap objects deeper than it, though. So if you create an object with a depth of -10, anything the world draws in the same place will be hidden behind that object.

In the Room Start Event, you will notice a script called musicFunctions is called. This script is responsible for the music in your game, and is designed so that the music will only restart if a room transition takes place between two areas that have different tunes. To account for rooms that you add to your game, make sure to list them USING THE GIVEN CONVENTION in the musicFunctions script.

Quite a lot of stuff goes on in this object, so I will do my best to break it down.

In the Create Event, all variables that belong to the player are initialized. Each variable is preceded by a comment (except for the enable variable, which at the start is only used for the purpose of control configuration) that describes what the variable is used for.

In the Begin Step Event, the user input controls the player. The reason why this is the Begin Step event is because I wanted to make sure that interactions with objects took place AFTER the user had input his/her commands. This helps maintain order in the program.

In the End Step Event, the player's gravity and sprites are selected based on interaction with the environment. The regular Step Event for all objects has already occurred, so all that is left is to take a snapshot of the player's immediate environment, and set variables for the Draw Event and the beginning of the next step. The player's gravity is set just as a safeguard. This may be redundant code, but I don't want to take chances. After that, the player's sprite is chosen depending on whether he is sliding down a vine, standing on the ground, or in the air. If the game is on Medium difficulty, the player's bow is set accordingly so that it doesn't look like it's lagging behind him.

If you want to add secret/collectible items to your game, this is the object to use. However, it takes quite a bit of work to achieve the variety you want.

In the Create Event, you set the sprite of the item based on what room it's in. If for whatever reason you have two or more items in the same room, then you must also distinguish between them by way of their x and y coordinates. Placing two items directly on top of each other is horrible practice and should never be done.

In the Collision Event with the player object, the item will tell the world object that it should set one of its item slots to the value "true". After that, it plays the item sound. The world object saves the collection of the item so it never has to be collected again, even if you press R or load another save slot. Finally, the object destroys itself.

General Format of Instantiating an Item in a Room
Code: [Select]
if !world.items[#] {instance_create(x, y, item);}where you must substitute actual numbers for #, x, and y. Make sure that the value for # matches the index of the world.items array associated with that particular item so that your game is consistent. If for example you had this situation:

Creation Code of Room room1
Code: [Select]
if !world.items[0] {instance_create(400, 304, item);}
item Collision Event with player
Code: [Select]
switch(room) {
    case room1: world.items[1] = true;
//Rest of code below

Then the item would respawn when it shouldn't, and whatever item was linked to world.items[1] might never appear in another room.

Items can also be made to only be saved in a particular save file. This would mean that items collected in one save slot would not be read as collected in another save slot. This would also mean that in order to save that you have collected the item, you would have to shoot a save point after having gotten it. If this is what you wish to do, then you must take the world.items part out of the writeDeaths script, and instead put it in the savegame script.

Other Games! / Detonation Zone V2
« on: August 09, 2010, 11:04:44 pm »
Well, after taking almost two years hiatus from this game, I've decided to completely rebuild it from scratch. In doing this, I also incorporated multiplayer mechanics (just 2-player local, but better than just single player, right?)

Just so everyone knows the current status of the game, I am working on re-designing a lot of stages to create a better difficulty curve, and likely get rid of the need for the tutorial stages. Also because I have had so few ideas and input regarding survival stages and boss rounds, I think I'm just going to scrap those concepts and leave them out of the game.

However, there is also good news: I have added some new elements into the game, namely launch pads, lava, and electric fences that turn on and off. In addition, I do intend to continue with the concept of multiplayer down the road, and at some point I hope to add in some versus modes (maybe even including 4-player?)

I will leave up the link to alpha 8.1 in the meantime just so people have it as a sort of benchmark.

Alpha 8 is ready, and includes 10 single player levels as well as 4 co-op levels. Level 5 of single player is a laser survival level, and level 10 features the first boss (although the sprites are very primitive right now.)
EDIT: A couple of bugs were discovered in alpha 8, namely problems with the control scheme involving the mag boots and gravity bomb, as well as only one player dying in co-op when the timer struck zero. Said bugs have been fixed as far as I can tell.

Download alpha 8.1:http://www.mediafire.com/?e607n3rb18nnd4c

Video Preview: http://www.youtube.com/watch?v=lTjSEwYBWfY

Default controls:
Player 1
Left, Right, Up, Down: Arrow keys
Jump/Confirm: Z
Throw/Cling/Cancel: X
Crouch: C
Pause: Esc

Player 2
Left, Right, Up, Down: Numpad 4, 6, 8, and 5 respectively
Jump/Confirm: J
Throw/Cling/Cancel: K
Crouch: L
Pause: Backspace

Level Editor
When you save a level, the game will generate a file in the User Levels directory with a .dzd extension. If you wish to submit a level to me (which may end up in the final main game,) then send me the .dzd file to yosniper@gmail.com.

To import someone else's level into your library, save the .dzd file in the User Levels directory, then open up userlevels.txt and add the level name and author name to the list as per the instructions at the end of the file. Save userlevels.txt, and the next time you go to your user levels in the game, the level will be listed and you can play it.

Taxpayer dollars are no longer used to fund prisons, and as a result, the conditions in prisons have become extremely violent and savage. Convicts now have an alternative option to living out their sentence in these horrible facilities, and that is to survive the obstacles of Detonation Zone. If they win, they earn their release. If they lose, well then nobody will have to worry about feeding or tending to them again anyway.
This is the basic storyline, but honestly, I'm done trying to write a thrilling, action-packed script. I'm not a playwright or a Theater major, and I've decided to go back to a comic-book style story sequence with a fuck-ton of blanks for the player to fill in.

Tony A. Saele, Indigo, CincinnatiKid (Sprites and Backgrounds)
Roland La Goy (Sound and Music)
tealgamemaster (Voice Actor)
arcticfox, MetaKnightKirby2, Rawrzaur (Testers)

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