![]() The letters in the combination lock and the dot the cursor "shoots" to change the letters are monsters, too. Game-Maker refers to anything that isn't part of the background or the character as a monster. ![]() That is because a Red X "monster" is blocking the path. ![]() The solve link can't be accessed as easily. If the answer eludes the player, they can easily touch the white light, which is a link (L) back to the map. The white blocks are solid, while the player can cross everything else. We first need to create boundaries that limit where the player (the arrow cursor) can go. Now, I'll attempt to answer to following question: How do you use Game-Maker, a program designed to make overhead and side-scrolling games, to create puzzles? Collecting all four keys is required to reach the ending. This created groups of 25 riddles that need to be solved to access a key. I decided to divide the map into four sections, each a different color. Then all of the riddles needed to arranged on a map. I was able scrounge up enough from various sources. Because each letter of the clue used one background tile, and the clue window only contained 84 tiles, the riddles had to be very short. Most of them came from the source material, Betrayal at Krondor. Hey, at least two people would want to play it, right? So, nearly fifteen years after completing my previous game, I decided to start making Wordlock. I wanted to be a part of the Game-Maker revival. The results were very impressive, and pushed the program to its limits. He took the opportunity to experiment with some advanced techniques. Another prolific user named Alan Caudel also rediscovered Game-Maker around this time. This eventually led to the release of Builder, an intriguing puzzle platformer, in 2011. I wondered, were they good enough to make a contemporary game? One last game, I thought. And it turned out, quirks aside, the tools were really well-designed. When had I last thought of that? There was barely a word about it on the Web. On one gig I was writing about indie games, and I needed an original topic. I mostly wrote about videogames, because that's mostly what people expected from me. He had also stopped using the software in the late 1990's, but then. In fact, several of them were included with Game-Maker 3.0, the final version ever released. The founder of the wiki, Eric-Jon Rössel Tairne, had made many great G-M games in the past. Then there was the creation of The Game-Maker Archive. First, the growing popularity of DOSBox no longer meant it was impossible to play DOS games. Things had changed over the course of the new millennium. I had moved on to Flash as well, and the idea would lie dormant for the next fifteen years.ĭon't Call It a Comeback. However, Game-Maker, the software I was using, created DOS games when just about everyone had Windows or a Mac. Since finishing Blobs II in 1998, I thought the wordlock concept could be expanded into its own game, perhaps with as many as 100 riddles. When you look at the two games side by side, the resemblance is obvious: The player must rotate tumblers and spell out the correct answer to unlock the chest and claim the treasure inside. In that game, chests with riddles written on them can be found. The hero, Melissa, must solve three clues to lower a force field and advance.Īs I mentioned in that article, the inspiration for this came from another DOS game, Betrayal at Krondor. One of my favorite parts of Invasion of the Blobs II was Level 18: Wordlock.
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