GameMaker: Studio

GameMaker: Studio

Battle Simulator, Update v0.7.6
91 Comments
Meow 14 Jan, 2017 @ 6:47am 
Very nice, add me to friends!
Parallax  [author] 21 Dec, 2016 @ 9:41am 
@Money183 yea, please. :D
MarcyCat 20 Dec, 2016 @ 4:40pm 
While the video is uploading, I have decided to ask if you would like the link, if not, I understand. I only have a few subs who are people I know.
Parallax  [author] 18 Dec, 2016 @ 4:36am 
@Money183 No problem.
MarcyCat 17 Dec, 2016 @ 6:35pm 
would you mind if i made a youtube video of this? it would be a great edition and a good way to start a series doing gms made games.
̩̥͓͔͒ 21 Nov, 2016 @ 12:40am 
Reminds me of Totally Accurate Battle Simulator Pre-Alpha
https://steamdb.info/search/?a=app&q=527140
Triggered_Atheist 20 Nov, 2016 @ 11:09pm 
This game is so damn cool. Been playin' it since around when it first came out. And I LOVE the sandbox mode. I mean, who doesn't?? I do wish there were buildings in this game. Like in sandbox mode, it would be reeeaaally cool if there were building blocks for both sides. Like walls, flags and fences. They can have their own health and can be attacked by opposing sides. However, buildings will not be an enemies top priority. Like, they won't bother with buildings if an enemy is nearby, but if no enemies are close then they'd attack and break and smash buildings. I'd love that. And I think others would, too. I'm really glad this was made and as far as I know, is still being made. When I first played it, I left GameMaker: Studio alone for a while. Came back to check on my favorite games and this is BY FAR my favorite. So I'm glad.
AndyQuinn 16 Nov, 2016 @ 6:10pm 
ranged and magic shooting ogers
Parallax  [author] 8 Nov, 2016 @ 8:11am 
@☾Ω☽ uwu Beaky ツ ︻芫━- I take that as a compliment, so thanks..:Geralt:
Beaky :D 7 Nov, 2016 @ 5:10pm 
NO way you made this...
Flax 5 Nov, 2016 @ 9:18am 
Thanks!
Parallax  [author] 4 Nov, 2016 @ 4:15pm 
@Hubba von Bubba
*create*
zoomminh = 288
zoommaxh = 2880

*step*
///zoom

if mouse_wheel_down() && view_hview[0] < zoommaxh
{
//zoom out
view_hview[0] = view_hview[0]+72
view_wview[0] = view_wview[0]+128
}

if view_hview[0] > zoommaxh
{
view_hview[0] = zoommaxh
}

if mouse_wheel_up() && view_hview[0] > zoomminh
{
view_hview[0] = view_hview[0]-72
view_wview[0] = view_wview[0]-128
}

if view_hview[0] < zoomminh
{
view_hview[0] = zoomminh
}

view_hborder[0] = view_wview[0]/2
view_vborder[0] = view_hview[0]/2
Flax 4 Nov, 2016 @ 4:09pm 
How does the zooming work? Great game by the way
Niklas 22 Oct, 2016 @ 12:18pm 
Nice done, dude!
BOYCOTT S-T-E-A-M! 10 Oct, 2016 @ 9:16am 
Have you considred the idea of letting the player take part in the battles? Like a hero unit?

Maybe give the enemy side some buffer hero units of their own to balance things out.
I.H.B.P.F.J.A.S.T.M.N.E 10 Oct, 2016 @ 8:48am 
greenlight
Parallax  [author] 2 Oct, 2016 @ 4:10pm 
@The Great Sage Thanks, fixed.
The Great Sage 2 Oct, 2016 @ 3:00pm 
Noticed that F11 crashes the game.
Lua 1 Oct, 2016 @ 2:11pm 
Oh, I thought the name was 'Totally Acurate Battle Simulator' My bad, but this game is awesome!
Parallax  [author] 1 Oct, 2016 @ 7:27am 
@Noob Is Hungry Whats wrong with the name?
Lua 1 Oct, 2016 @ 7:17am 
If you change the name, you might be able to get this into a greenlight game :demoticon:
Phantom Majora 30 Sep, 2016 @ 6:13pm 
This is soooo good, I hope you can make it into a greenlight game.
Parallax  [author] 30 Sep, 2016 @ 2:48pm 
@420NoratoAnimeFan_xXx_Kawaii_Asf next update i will add more
CheezDipz 30 Sep, 2016 @ 11:18am 
No enemies on further levels?
Seledkad 20 Sep, 2016 @ 9:10am 
go to greenlight
dom 17 Sep, 2016 @ 9:48am 
Love it
BOYCOTT S-T-E-A-M! 13 Sep, 2016 @ 12:25pm 
Thanks once again for mentioning the profile tab. I've used the debugger plenty to track down problems, but was entirely unaware that it had such a performance tracking feature.

I had numerous theories on what things might be draining my performance, but after running a profile on it I was pretty shocked. It isn't all the blood, bullets, casings, large surfaces, targeting ai, sprite scaling, or any of the other things I was suspecting.

Turns out my biggest hit, consuming 38% of my step event with over 300,000+ calls to it during a single game, was old collision code checking that I forgot about. Getting rid of that really did a number on boosting my performance.

Thanks again!
BOYCOTT S-T-E-A-M! 13 Sep, 2016 @ 9:11am 
Thanks for the replies. Its been most informative and I really appreciate it. I'll have to look into this profile tap.
Parallax  [author] 13 Sep, 2016 @ 9:07am 
@BOYCOTT S-T-E-A-M! you could also use the debug mode with the profile tap it shows the code with the most memory usage.
BOYCOTT S-T-E-A-M! 13 Sep, 2016 @ 8:53am 
Haven't really worked much with tiles though I'll have to look into that. Currently, I'm handling blood and shell casings similar to how its done in the surfaces tutorial provided with GMS.

By which I mean, the blood or casing is an object and moves and spins, but upon stopping it is "captured" and drawn to a surface and then the object is deleted. They don't exist for more than a very brief period of time. Much like a particle effect.
BOYCOTT S-T-E-A-M! 13 Sep, 2016 @ 8:52am 
Much appreciated. Thats some good advice there.

I currently have my instance_nearest targeting checks only occur if the unit has no target currently, such as their previous one being dead or out of range. I'd assume that would be accomplishing roughly the same thing.

Any fancy lengthdir stuff or other calculations going on with your objects?
Parallax  [author] 13 Sep, 2016 @ 8:40am 
@BOYCOTT S-T-E-A-M! also you should use tiles for blood or similar stuff instead of objects.
Parallax  [author] 13 Sep, 2016 @ 8:37am 
@BOYCOTT S-T-E-A-M! put code in alarms who loop every second or more (things like instance_nearest) especially stuff like instance_nearest should not run every step.
BOYCOTT S-T-E-A-M! 13 Sep, 2016 @ 8:27am 
Can't test this out since I don't have Gamemaker linked to Steam, and thus no workshop access, but this looks impressive.

I'm most curious about how you handled your combat with 1000+ instances like that and good speeds. How complex is each object? Any optomization tips / tricks to keep your stuff running nice with all that going on?

I ask because one of my own hobby projects, and overhead shooter with a lots of enemies, bullets, shell casings, and blood flying about, tends to bog down at around 300+ enemies on screen and ~1200 objects.
soundtinnitus 9 Sep, 2016 @ 12:06pm 
exellent!!!! keep it up!!!
Pixelsplitter 31 Aug, 2016 @ 5:30pm 
Exellent update! Makes the game playable!
tokyo 23 Aug, 2016 @ 2:53am 
Wow. I didn't even know this stuff was possible with gamemaker, and i was using is for almost 2 years now
krouton3 21 Aug, 2016 @ 7:25am 
@shinigami erdbeere thanks man this looks like it will help a ton
Parallax  [author] 21 Aug, 2016 @ 2:48am 
@krouton3 I dont know how experienct you are with game maker but the spells i use are particles i made them with a programm called "ParticleDesigner2_5_3" its easier than do it manualy in game maker. Tutorial if you need : https://www.youtube.com/watch?v=76hQu3QZims
krouton3 20 Aug, 2016 @ 8:20pm 
im liking the spells i am currently working on a rts with wizards and will have loads of spells... would definaly like some tips on how to make the spells look good like if your video.
Parallax  [author] 19 Aug, 2016 @ 1:29pm 
@Welsh Delinquent KS
Spear - Life=200, damage=3
Captain(gold_armor) - Life=400, damage=5
Knight - Life=550, damage=7
Archer - Life=150, damagemeele=2, damagerange=7
Firemage - Life=100, damgemeele=2, damagerange=50
Darkmage - Life=100, damgemeele=2, damagerange=300
////////////////////////////////////////////////////////////////////////////////////////////////////
Orc_sword - Life=80, damage=7
Orc_shaman - Life=80, damagemeele=18,damage(runestone)=8



Cardinal Sin 19 Aug, 2016 @ 12:38pm 
@Shinigami Erdbeere
Sorry for another comment, but I would actually like to know the stats for each class, if that is okay, that way I can build more of a well balanced strategic army on both ends. Thank You.
Cardinal Sin 19 Aug, 2016 @ 12:34pm 
@Shinigami Erdbeere
Okay, good to know you have thought this through, me and my gaming partner have gotten into this game, and just wanted to know if the features we thought of would get added, so it is cool that you have already thought of it, and I like the idea of multiple heroes for each faction.
Parallax  [author] 19 Aug, 2016 @ 12:29pm 
@Welsh Delinquent KS Most of this is planned multiple backgrounds, more units(except orc Archers because orcs to dumb) instead of kings and orclords i want dto add multiple heroes for every faction.
Cardinal Sin 19 Aug, 2016 @ 12:21pm 
@Shinigami Erdbeere

Hey there, I was wondering if you could add a multi-map function, for example, adding a room such as: Vulcano, Mountains, Coast, Farm, etc.
Also if possible I would enjoy it if you added the following:
Human and Orc Warrior...Sword and shield.
Orc Spearman.
Orc Archer.
Human King. (Only 1 is placeable, they are basically a knight but with a crown, maybe a cape.)
Cavalry.
Orclord. (Only 1 is placeable. They are the equivalent of 4-5 Orcs in damage and health.)

If you need any help with scripts or any more ideas, just message me.

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I pour :steamsalty: on my wounds for breakfast...?
Preytorkamen 17 Aug, 2016 @ 3:11pm 
@Shinigami Erdbeere oh, cool
Parallax  [author] 17 Aug, 2016 @ 8:50am 
@Preytorkamen at the moment im working alone, when i am finish with the code i maybe make the sprites myself or someone will do some good CC0 sprites i can use, with credit the creator because its not planned to sell this game maybe i will publish it as a free to play game on steam greenlight.
Preytorkamen 16 Aug, 2016 @ 4:15pm 
@Shinigami Erdbeere Cool. Do you employ volunteers or do you recieve commisioned work?
fant1k 16 Aug, 2016 @ 2:02pm 
hi give the source of the game