MarioRL (Day 3-ish)

Edit: Fixed Post title. I guess it’s still another 16 hours until Day 4 in 7DRL time. Officially, I’m about a day behind in dev time, since the first day I spent not realizing until mid-day the contest had started, then started working on the tile graphics.

Using Game Maker:HTML5 (a java based platform) to make a serious game has been interesting.  GM has grown up over the years and is starting to look respectable, especially given that Derek Yu’s Spelunky was made with GM.  GM’s main appeal to  young coders is its drag and drop functionality.  Well, you can’t drag and drop a Roguelike together with it, I’ll tell you that.

After Day 1 it was apparent I had to learn GML, GM’s native scripting language.  Why?  Because it’s a lot quicker than trying to Drag & Drop a gajillion different variables!  GML shares many similarities with Java and C++ so I’ve picked it up pretty quickly but not being familiar with all the functions and syntax has occupied a bit of my time.  I managed to create and subsequently track down two game breaking bugs today that were the result of misused syntax.

Input/Output, Graphics/Interface and Level Generation/Advancing is done.  I’m working on Enemies & AI right now.  Lastly is Items/Inventory, Experience/Leveling and then debugging and polishing it all up.

Here’s the latest screenshot: (Lives: 1/Continues: 0 is a little inside joke for the RL crowd)
MarioRL - Day 4 Dev Screenshot


3 thoughts on “MarioRL (Day 3-ish)”

  1. The challenge starts any time on Saturday or Sunday on your time zone. So you if by mid-day you meant mid-day Saturday or Sunday, you didn’t lose any time by waiting until then! You have until mid-day on the following Saturday or Sunday to complete. (Modulo daylight savings shenanigans)

    1. It was actually mid-day on Sunday (GMT-10). I announced it at about 9pm.

      It’s all good, I mine as well just round up the half day and call it a day. So today is the start of Day 4 for me.

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