The Game Maker Desert - It's hot out here.
Reinventing the wheel since GM 6.0
The Game Maker Desert

My Game Maker games are all available for download here, and I maintain a game maker blog. Feel free to tell me what you think of the site, either by e-mail or by posting in my Game Maker Community Topic . Thanks Camman for the web-hosting!

Desertdweller is an admin of the GameCOG forums. Right now we have a community of just under 70 members, most very active, and their strengths range all aspects of game designing. If you wish to join us, please sign up and participate! We'll treat you well if you respect others.

SAT Scores Part II
So, I took the SAT test on June 6th, and just now got my results.

Critical Reading: 670
Math: 760
Writing: 770 -> 80/80 multiple choice, 8/12 essay

Core score (math and reading, the main two colleges look at) -> 1430/1600

Total score: 2200/2400!

Note that in this comment I mentioned that I thought 2200 was the absolute highest I could get, and I got it. For that I am excited.

Now, about that math. A 760/800 means I missed one, maybe two question

Read the full blog post here (9 nomads, 72 views)

Posted on Thursday June 25, 2009
No-name Racing Demo
Screenshot of No-name Racing Demo

This is my sole WIP; I'll update it so as to keep you guys updated on how development is going along.

No-name Demo is a racing game, with a focus on specific core game aspects. Controls are as follows:
Arrows control acceleration and direction
Space causes the car to brake
F uses secum (assimilates to nitrous in Need For Speed games)

The main features of my demo thus far are:

  • Waypoint pathfinding - The black-gray circle gradients are points which all AI cars attempt to turn to face. When they get near the next one, they switch to move towards the next.
  • Uniqueness in car types and graphics - As of now, I only have two car types: Match Box and Splash; (both are level 1) you and all other racers are randomly assigned a vehicle. As of now, they use the same sprite, but they are each given a primary and secondary color, which they use to draw specific sub-images of the cars. Each differs in speed, accelaration, traction, turning rate, and secum efficiency (essentially how fast speed-boosting [by pressing F] depletes your secum)

These are the main features of my current demo, feel free to give feedback. I do realize that the collisions between racers and walls are a tiny bit unrealistic. That I am working on.

In the future, I intend on working on actual races, (laps, place system, etc...) improving AI; adding weapons, racer, and tracks; and improving overall polish.

Feedback is very much appreciated.


Download the game here.
Comment on the game here.
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