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Game-Maker

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288:; all design tools use a mouse-driven 320x200 VGA display, with a shared logic and visual theme. Users draw background tiles pixel-by-pixel in an enlarged window, and can pull tiles from the palette to arrange in a "sandbox" area. A further menu allows users to set physical properties—solidity, gravity, animation, various counter values—for each block. The user draws maps by pulling blocks from the palette and painting with them using simple paintbrush, line, shape, and fill tools. 511: 378: 460:, Game-Maker was the first general-purpose graphical GCS for the dominant DOS/Windows-based PC. Throughout the design process Andrew was adamant that Game-Maker's tools remain entirely visual, involving absolutely no programming from the end user. Its engine also supported full-screen four-way VGA scrolling, and later full-screen double buffered redraws, well before these were the standard. 838: 853:, character shots, and some kinds of power-up) has a fixed "power level" between 0 and 255, and a collision between unequal monsters is resolved by destroying the weaker monster. The engine therefore does not lend itself to graduated damage (i.e., sword 1 does twice the damage as sword 2). Rather, collisions are all binary; either a weapon works, or it doesn't. 464:
Andrew handled the bulk of the coding and updates – a task that, thanks to the lack of standardized drivers or libraries at that time, became all-encompassing and difficult to maintain. Over the software's lifetime Andrew found himself so "waylaid by video driver and problems" that he was unable to focus as much as he wanted on adding and refining features.
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I just felt that the full screen greatly increased the game quality. I guess I just hated staring at the action through a fifteen-inch monitor already when playing video games. I mean, try it in real life. Get a big piece of cardboard, cut a fifteen-inch square in it, and then walk around your house
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The pamphlet goes on to detail standalone games, promotional games, and shareware and BBS distribution. For standalone games (which is to say, games that are meant as an end unto themselves), RSD asks a royalty of $ 500 for the first 200 games sold or distributed, then a small fee for each subsequent
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Through RSD's proprietary XFERPLAY engine, all Game-Maker games run in 256-color full-screen VGA, at an eccentric 312x196 resolution (switching to the more standard 320x200 for menu screens). Game-Maker games are also distinguished by their eccentric 20x20 tile and sprite size (as opposed to the more
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To that end Game-Maker games are distributed as an unprotected bundle of resource files, both specialized (i.e., Game-Maker's unique graphic and animation formats) and common (including CompuServe .GIF, Creative .VOC, Autodesk .FLI, and ASCII text files), making it a simple task to identify and edit
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Despite the limitations on distribution, Game-Maker's design format is notoriously open. From its outset Game-Maker was designed as a collaborative tool, with the intent that users not only trade design tips but pick apart and freely sample from each other's work. A series of full-page magazine ads,
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To distribute a game via Shareware, simply place a text file statement along with your files letting the user know your terms. You can find example statements in any Shareware product. For Freeware, include a statement that says that you own the product but will allow others to distribute it freely,
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Several updates followed over the next three years, adding Sound Blaster support, improving the design interface, and refining the game engine—yet many features kept being pushed back. Although his brother Oliver Jr. spent a summer on the project, and wrote the code for the sound and Monster editor,
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Monsters are a particular point of contention. Compared to characters, monsters have only limited interaction with their environments. For instance, monsters are not affected by gravity or other physics—and have no contextual AI to speak of, aside from a limited awareness of the character. Monsters
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Under your Game-Maker license agreement, you may distribute any game you create to up to ten people and your gameware to any number of people. You may not distribute the Game-Maker design tools, but you may include Game-Maker's gameware (picture blocks, monsters, characters, sounds, etc) along with
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I deliberately (in fact I remember an argument about it) made no effort to protect a game's content -- anyone could load up anyone else's game in the editors. My feeling was that if you were sophisticated enough to build a game that really needed protection, you could wrap it in your own encrypted
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or through the Game-Maker Exchange program – an infrequent mailing to registered users, compiling submitted games to a floppy disk with occasional commentary from RSD president G. Oliver Stone. Many user-generated games also wound up on public bulletin boards, and thereby found wide distribution
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The engine allows one player at a time, with the screen automatically scrolling in any of the four cardinal directions when the character comes within 1/3 screen width or height of the screen's edge. All Game-Maker games lack an on-screen display (of hit points, score, lives, etc.), though much of
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This "remix" philosophy stems partly from the Stones' own collaborative family dynamic, and – as with the insistence on an entirely visual, code-free interface – partly from concern about overwhelming the end user. "e realized that it would be pretty hard for a ten to twelve-year-old to do it all
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For advanced users, many of the engine's limitations have workarounds. One can approximate gravity's effect on a monster by defining a heavy diagonal path; the monster will move horizontally until it reaches a ledge, at which point it will fall until it hits the ground again. Similarly, although
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One of Game-Maker's more notorious qualities is its exclusive use of Creative's proprietary .VOC and .CMF sound and music formats, and its absence of integrated design tools for those formats (or recommendations as to external tools), leaving users to work out their own solutions – or often not.
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Shareware and BBS distribution is a curious case. Although RSD prohibits free distribution, the license does allow a loophole for shareware so long as the author requests the user to pay a minimum registration or license fee of $ 5.00, then makes a quarterly payment of 10% of all collected fees.
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Yeah, you know I should have OSSed a long time ago as I am a proponent of open source. At first there was the possibility that I might jump back into it. And later the fear that whatever startup company I worked for at the time would try to claim it. But upon mature reflection I think that is
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meant that to keep up with the marketplace Game-Maker would need great changes both in concept and in coding. Furthermore, the continued lack of standardization meant a large investment in coding ever more complicated drivers and libraries—work that would be thrown away as soon as standards were
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In July 1991 Andrew and his father G. Oliver Stone incorporated Recreational Software Designs to pursue Game-Maker as a business venture—with Oliver as president and Andrew as CEO. Through Oliver's business acumen RSD made deals with KD Software and GameLynk to distribute Game-Maker and host its
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Other common frustrations include a lack of multi-key mapping for character behaviors, such as pressing Z + a directional arrow to jump in the direction pressed (a problem stemming from a lack of standardized keyboard electrical layouts at that time); the extreme simplicity of monster behaviors
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accessory, as it does describing the software's design features, promising that users can "modify and enhance Game-Maker games". "Is a game too easy? Increase the speed. Too boring? Add danger, sounds and monsters. Too plain? Dress up the graphics, add animation. Too short? Add new levels."
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As one of the first complete game design suites for IBM-based PCs, and the only one devoted to action games during the early '90s Shareware boom, Game-Maker "anticipated the thriving indie game community we have today with countless game engines, web sites and
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copy. The higher the number, the smaller the fee. For promotional software (distributed as part of a promotional kit), RSD asks $ 1000 for the first 1000 copies and then smaller fees for every copy up to 25,000. Beyond that, RSD asks no additional charge.
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All games track player score and display a high score table upon the game's end (whether through completion or failure). Later versions of Game-Maker allow multimedia sequences between levels, including .GIF images, .FLI animations, and ASCII text files.
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your games or gameware. Commercial distribution of games is not covered by your license agreement and such distribution requires a commercial distribution license, since games contain valuable software owned by Recreational Software Designs.
361:. Pressing F2 brings up an inventory screen, while F5 and F6 bring up save and load screens. Although most of these menus can be customized with .GIF backgrounds, their basic layout, labeling, and content are constant across all games. 558:. All 1.X iterations of Game-Maker include a square-bound 75-page user manual and several leaflets about the use of the software. Later versions (1.04, 1.05) also include leaflets explaining recent changes and updating the user manual. 596:. Both versions 2.0 and 2.02 include a square-bound 94-page user manual and several leaflets about the use of the software. The latter version also includes a leaflet explaining recent changes and updating the user manual. 865:
In later years users have found ways to subvert or play along with the system's properties to achieve effects, mechanisms, and even genres unaccounted for in the engine's basic features—including extensive in-engine
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most Game-Maker games. The decision was a defiant one on the part of programmer G. Andrew Stone, who argued that any user concerned about protecting, rather than sharing, his work should take on that burden himself.
684:. In addition, the CD-ROM includes a large collection of images, sounds, music, animations, and gameware elements, and a Shareware directory holding demo versions of fourteen games by various independent designers. 985:(GameLynk, 1992) – An action simulation game, involving deep sea diving. The shareware episode, distributed on a separate floppy disk with early versions of Game-Maker, incorporates external functions such as 502:, suggesting that although people were free to use the code how they liked, "if there is interest in preserving the old games you guys made then porting Game-Maker to modern OSes is the first step." 162:(Microforum, Canada). Game-Maker is notable as one of the first complete game design packages for DOS-based PCs, for its fully mouse-driven graphical interface, and for its early support for 295:
and lives, and track several counters—often used for keys and similar functions. Monsters have simple animations and movements, and can also change behavior in response to the player.
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Playable games can be exported complete with a portable version of the XFERPLAY engine, sound drivers, and configuration files. All games record high scores and (in later versions)
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These restrictions were rarely enforced; as a 15 June 1993 pamphlet titled "Distributing Games" suggests, freeware games were common and tolerated despite the license agreement:
185:. At release Game-Maker was priced at $ 89, and shipped on 5.25" diskette with seven or eight demonstration or tutorial games. Later releases were less expensive, and shipped on 334:
standard 8x8 or 16x16 dimensions), populating a standard 100x100 tile (2000x2000 pixel) map size. Transition between scenes is achieved through a slow fade to or from black.
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online community. Through 1992-1994 RSD placed a series of full-sized ads (and some smaller sizes) in major computer magazines, and in 1994 they sub-leased a booth at the
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Later, on 1 July 2014, Andrew posted to the Game-Maker Facebook page, asking for community input on releasing the code. On 12 July he posted the Game-Maker 3.0 source to
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I got waylaid by video driver and XFERPLAY problems. The music was going to be completely dropped, but then my brother pulled this free code up and made it work!
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Graphically it was 320x200 8-bit (like Game-Maker). It split the screen in half, putting two players' top-down views of the maze side-by-side on the screen.
1357: 1516: 944:, reached a wide circulation during the 1990s Shareware boom, appearing on many CD compilations. Game-Maker seems also to have made an impression in the 479:
In a 2011 interview Andrew mused about Game-Maker, stating that by his own principles he was surprised he hadn't released the source code years earlier.
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Characters can have up to 15 keyboard commands, plus idle, death, and injury animations. They can hold an inventory and money, earn score, gain and lose
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Every time someone trod over the grass, it would droop and get a little more brown until after about ten times there was a clearly defined brown path.
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This article is about the software by Recreational Software Designs for MS-DOS. For the software by YoYo Games for Microsoft Windows and macOS, see
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monsters lack hit counters, the user can create chains of identical (or successively injured-looking) monsters to approximate the same effect.
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RSD's initial terms of use were rather restrictive. To quote from a pamphlet titled "Distributing Your GAME-MAKER Games" and dated 9 May 1993:
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Through its history several aspects of Game-Maker's engine, design interface, and feature set have experienced scrutiny from its user base.
1836: 1397: 1123: 1723: 1023:(Jeremy LaMar, 1995) – A side-scrolling platformer featuring multiple characters and a branching level structure. Of the two distributed 977:(A-J Games, 1992) – A widely distributed side-scrolling platformer that was also incorporated into an early slideshow demo of Game-Maker. 803:-style tracker format, but development was indefinitely delayed. As a temporary measure his brother Ollie plugged in code provided by 2771: 1895: 1169: 1003: 2761: 948:, with references in various academic papers, coverage in the largest game magazine in the region, and dissection by the local 456:
At the time of Game-Maker's release the software was revolutionary both in concept and technology; although there were earlier
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was sort of the bar I set myself for version 1.0. Which is why I added the secret passage features, and gravity, early on."
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run in the early 1990s, spends nearly as many words selling Game-Maker as a modification tool, along the lines of Galoob's
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shared code and file formats with the later XFERPLAY engine and graphical resources with several later first-party games.
154:. Game-Maker also was sold under various names by licensed distributors in the UK, Korea, and other territories including 1573: 1477: 699:
During Game-Maker's lifetime, users could distribute their games through the Gamelynk (aka Night Owl, later Frontline)
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After some consultation with the user base, on 12 July 2014 original coder Andy Stone released the Game-Maker 3.0
1883: 1513: 1354: 1105:(RSD, 1991) – Joan Stone's simple 3/4 view adventure game that formed the basis for dozens of user-created games. 895:
companies." Several of its users went on to later note in indie or commercial game development, such as renowned
776:, a user-derived project that is most distinguished by its presentation whereby its file structure is hidden by 564:: Includes both 1.2 MB floppy and 1.44 MB microfloppy disks containing the full set of RSD tools plus the games 2604: 1045:-influenced action-adventure platformer, that was always first to demonstrate any new features to the software. 472:
established. Despite plans for a radical professional-quality update, RSD ceased support for Game-Maker around
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design tools. The tools produce proprietary resources that are compiled together and parsed with RSD's custom
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Primary distribution for Game-Maker was through advertisements in the back of PC and game magazines such as
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influenced side-scrolling platformer that was incorporated into a late-era slideshow demo of Game-Maker.
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Game-Maker developed from a series of modification tools for a top-down competitive maze game called
1544: 2331: 1670: 1409: 1055: 903: 1556: 230:– for designing and editing custom 256-color .PAL palette files (for sprites, color #255 is clear) 2271: 2117: 1930: 1689: 875: 1315: 1127: 2751: 2346: 1878: 1720: 990: 781: 139: 1778: 2756: 2589: 2434: 700: 436: 175: 2559: 1300: 522:: Includes one 1.44 MB microfloppy disk containing the full set of RSD tools plus the games 2710: 2624: 2584: 2311: 2281: 2235: 2230: 2195: 2147: 2092: 1915: 1890: 1849: 1641: 850: 473: 457: 115: 302:
replays. All games also feature instant save and load, and support standard PC joysticks.
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In later versions of the software, games also can incorporate several formats including
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To make all these subtle grass changes, I needed a block editor. So, BLOCEDIT was born.
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player is tacked onto the Game-Maker executable to provide intro and exit animations.
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As it happens, one of the earliest games distributed with Game-Maker was GameLynk's
377: 2361: 2326: 2137: 915: 636:: this package includes the contents of the floppy package, plus first-party games 429: 1751: 550:. Also included, beginning in version 1.04, is a separate diskette containing the 2675: 2619: 2569: 2544: 2475: 2387: 2366: 2321: 2276: 2220: 2215: 2162: 2036: 2031: 1727: 1696: 1677: 1580: 1520: 1452: 1416: 1361: 1339: 1209: 1173: 849:
also lack variable counters, such as hit points. Instead each monster (including
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with dozens of sample games and a large selection of extra tools and resources.
2726: 2225: 2102: 1739: 433: 254:– for designing 100x100 tile .MAP files (10 screens tall; 6-1/4 screens across) 1708: 392:, designed by Andrew Stone in January 1991. Although the engine is different, 2745: 2629: 2614: 2579: 2549: 2444: 2087: 2077: 2067: 2026: 1961: 1794: 804: 704: 337:
All games share a common interface, with a menu screen offering six options:
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G. Andrew Stone, "The Making and Unmaking of a Game-Maker Maker", Gamasutra
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G. Andrew Stone, "The Making and Unmaking of a Game-Maker Maker", Gamasutra
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G. Andrew Stone, "The Making and Unmaking of a Game-Maker Maker", Gamasutra
432:, one of Andrew's first goals was to expand his tools and engine to permit 413:
G. Andrew Stone, "The Making and Unmaking of a Game-Maker Maker", Gamasutra
322: 299: 280:– for compiling and organizing resources together into a playable .GAM file 212:
Game-Maker consists of a text-mode wrapper, tying together a collection of
103: 1784: 2524: 2449: 2157: 2041: 2011: 1971: 1861: 1845: 1804: 1653: 499: 220: 201: 193: 1445: 909: 248:– for animating and sequencing .MON "monster" (i.e., non-player) sprites 2690: 2296: 2132: 2016: 1060: 892: 799:
The use of .CMF was a last-minute decision; Andy had been working on a
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By the mid-1990s the advent of 3D video cards and the introduction of
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is easily imported and split into background tiles or sprites.
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G. Andrew Stone, "RSD GameMaker", Effluvia of a Scattered Mind
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or even that users can incorporate your work into their games.
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Some games produced with RSD's tools, such as Jeremy LaMar's
777: 708: 306: 39: 1490:"Builder: Build footholds. Destroy obstacles. Be observant." 2564: 2519: 1355:"The Game-Maker Archive – Part 13: The World Wide Haystack" 960: 1001:(Jeremy LaMar, 1994) – A top-down action game inspired by 2685: 1063:
3D glasses to add both atmosphere and functional design.
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this information can be tracked in the inventory screen.
314: 261: 163: 1574:"Jeremy LaMar: Doodles, Dawdles, and the Creative Cycle" 1533:"Roland Ludlam on Liight and the Hurdles of Game-Making" 242:– for animating and sequencing .CHR character sprites 1800:
RSD Game-Maker at Game Creation Tools Classification
1398:"James W. Morris: Learning to Game, Gaming to Learn" 1333:"The Game-Maker Archive – Part 11: Mark A. Janelle" 1067:was also distributed on the Game-Maker 3.0 CD-ROM. 1039:(RSD, 1991) – Game-Maker programmer Andy Stone's 932:series, have become cult favorites. Others, like 753:himself so there were practical considerations." 2743: 882:, shooting galleries, and destructible terrain. 1349: 1347: 1274:"The Making and Unmaking of a Game-Maker Maker" 1203:"The Game-Maker Archive – Part 14: Laser Light" 264:files, produced with external painting programs 1126:. The Personal Computer Museum. Archived from 712:and eventual salvation on shovelware CD-ROMS. 1830: 1392: 1390: 1388: 1386: 1327: 1325: 1323: 1514:"From Shooter to Shooter: The Rise of cly5m" 1344: 1015:and its sequel achieved a small cult status. 1671:"The Game-Maker Archive: Samples and Demos" 1568: 1566: 1564: 1373: 1371: 1369: 170:sound, and full-screen four-way scrolling. 1837: 1823: 1665: 1663: 1661: 1472: 1470: 1468: 1466: 1464: 1462: 1460: 1383: 1320: 1316:"Facebook Game-Maker page, July 1st 2014." 1310: 1308: 1268: 1266: 1264: 1262: 1260: 1258: 1256: 1254: 1252: 1219: 1217: 1149: 1147: 1145: 405: 401: 150:and sold through direct mail in the US by 38: 1440: 1438: 1436: 1283: 1281: 1250: 1248: 1246: 1244: 1242: 1240: 1238: 1236: 1234: 1232: 1059:designer Mark Hadley, that uses red/cyan 1790:Game-Maker source code project at GitHub 1561: 1366: 959: 836: 827:with it held at arm’s length for a day. 509: 376: 274:samples, and formatting .CMF music files 1844: 1658: 1457: 1410:"The Game-Maker Archive: Mike Perrucci" 1305: 1214: 1142: 1116: 1004:The Legend of Zelda: A Link to the Past 678:Woman Warrior and the Attack from Below 182:VideoGames & Computer Entertainment 16:MS-DOS-based suite of game design tools 2744: 1810:Lost Media Wiki page on RSD Game-Maker 1433: 1278: 1229: 1191:"Issue #114 (January 1994), page #209" 1818: 1690:"The Game-Maker Archive: Mark Hadley" 1185: 1183: 1181: 993:player, into the game's presentation. 919:background artist Justin Meisse, and 688:Create Your Own Games With GameMaker! 160:Create Your Own Games With GameMaker! 2411: 925:associate producer James W. Morris. 694: 1721:"The Game-Maker Archive: Matt Bell" 1642:"Barracuda: Secret Mission 1 (DOS)" 1299:New Hampshire Department of State, 1031:has received the bulk of attention. 13: 1178: 989:auto-compression and the portable 674:Woman Warrior and the Outer Limits 505: 439:. "In fact, making something like 14: 2788: 1772: 1478:"The Game-Maker Story: Infoboxes" 422:grew out of Andrew's interest in 1618:"vgmaps tool for RDS Game-Maker" 955: 1764:"Inside the Mind of Gary Acord" 1756: 1744: 1732: 1713: 1701: 1682: 1646: 1634: 1622: 1610: 1597: 1585: 1549: 1537: 1525: 1506: 1494: 1482: 1421: 1402: 207: 158:(Screen Entertainment, UK) and 2772:Software using the MIT license 1795:Game-Maker demo at archive.org 1293: 1195: 1159: 1007:. Through its distribution on 856: 787: 738: 514:Game-Maker 3.0, CD-ROM edition 328: 1: 2762:Formerly proprietary software 2555:Lightweight Java Game Library 1785:RSD Game-Maker Facebook group 1109: 780:compression and the portable 658:Crullo: Adventures of a Donut 260:– for importing visuals from 148:Recreational Software Designs 71:Recreational Software Designs 1901:List of visual novel engines 1289:"Bonus Time with Andy Stone" 885: 223:. The design tools include: 7: 1867:First-person shooter engine 1429:"Invasion of the Blobs II." 774:Barracuda: Secret Mission 1 682:Barracuda: Secret Mission 1 556:Barracuda: Secret Mission 1 81:; 33 years ago 10: 2793: 913:programmer Roland Ludlam, 372: 18: 2719: 2643: 2492: 2427: 2400: 2375: 2244: 2060: 1954: 1923: 1914: 1857: 1752:"Peach the Lobster (DOS)" 1379:"My RSD Game-Maker years" 1167:"The Original Game-Maker" 451:Consumer Electronics Show 109: 93: 75: 65: 49: 37: 1805:RSD Game-Maker subreddit 1695:25 December 2010 at the 1676:22 February 2014 at the 1360:28 February 2014 at the 1056:Slender: The Eight Pages 904:Slender: The Eight Pages 680:; and the GameLynk game 652:; A-J Games productions 1726:22 January 2012 at the 1616:Bilou HomeBrew's Blog, 1579:22 January 2012 at the 1519:19 January 2012 at the 1338:22 January 2012 at the 1208:20 January 2012 at the 1189:Computer Gaming World, 874:-style sprite scalers, 762:.zip file or something. 284:Game-Maker involves no 1879:Game engine recreation 1779:The Game-Maker Archive 1740:"Paper Airplane (DOS)" 1083:(A-J Games, 1994) – A 991:Deluxe Paint Animation 968: 907:designer Mark Hadley, 845: 835: 819: 782:Deluxe Paint Animation 770: 736: 722: 634:Game-Maker 3.0, CD-ROM 600:Game-Maker 3.0, floppy 515: 492: 437:action-adventure games 416: 385: 23:. For other uses, see 2590:Platinum Arts Sandbox 2435:Adventure Game Studio 1709:"Parsec Man 3D (DOS)" 1603:"Game-Maker review". 1415:22 April 2012 at the 963: 840: 824: 809: 759: 731: 717: 513: 481: 458:game creation systems 398: 380: 258:Graphics Image Reader 176:Computer Gaming World 2236:Visual3D Game Engine 1891:Game creation system 1593:"Clean Game Library" 1172:1 March 2014 at the 430:Piers Anthony novels 116:Game creation system 55:Gregory Andrew Stone 2505:Blender Game Engine 2337:Pixel Game Maker MV 1630:"A-J's Quest (DOS)" 1451:1 June 2013 at the 1446:"New Dummy 7 Game!" 1301:Corporation Filings 624:The Patchwork Heart 568:(a replacement for 383:Block Designer 3.00 59:George Oliver Stone 34: 2510:Bork3D Game Engine 1086:Sonic the Hedgehog 969: 964:G. Oliver Stone's 940:, and Matt Bell's 880:parallax scrolling 870:, boss sequences, 846: 843:Monster Maker 3.00 516: 386: 381:G. Andrew Stone's 355:See Highest Scores 286:scripting language 51:Original author(s) 32: 2767:Free game engines 2739: 2738: 2735: 2734: 2635:Wintermute Engine 2396: 2395: 2257:Amazon Lumberyard 2052:Zillions of Games 1314:G. Andrew Stone, 1223:G. Andrew Stone, 1153:G. Andrew Stone, 1080:Peach the Lobster 695:Game distribution 628:Peach the Lobster 343:Read Instructions 319:Autodesk Animator 156:Captain GameMaker 121: 120: 2784: 2777:Windows software 2409: 2408: 2362:UbiArt Framework 2327:Nvidia GameWorks 1921: 1920: 1839: 1832: 1825: 1816: 1815: 1766: 1760: 1754: 1748: 1742: 1736: 1730: 1717: 1711: 1705: 1699: 1686: 1680: 1667: 1656: 1654:"Blinky 2 (DOS)" 1650: 1644: 1638: 1632: 1626: 1620: 1614: 1608: 1601: 1595: 1589: 1583: 1570: 1559: 1553: 1547: 1541: 1535: 1529: 1523: 1510: 1504: 1502:"RSD Game-Maker" 1498: 1492: 1486: 1480: 1474: 1455: 1442: 1431: 1425: 1419: 1406: 1400: 1394: 1381: 1377:Sylvain Martin, 1375: 1364: 1351: 1342: 1329: 1318: 1312: 1303: 1297: 1291: 1285: 1276: 1270: 1227: 1221: 1212: 1199: 1193: 1187: 1176: 1163: 1157: 1151: 1140: 1139: 1137: 1135: 1130:on 26 April 2012 1120: 916:Warhammer Online 833: 817: 768: 672:of KD Software, 490: 414: 407: 403: 228:Palette Designer 89: 87: 82: 42: 35: 31: 2792: 2791: 2787: 2786: 2785: 2783: 2782: 2781: 2742: 2741: 2740: 2731: 2715: 2639: 2620:Thousand Parsec 2570:Open Wonderland 2545:Irrlicht Engine 2488: 2423: 2403: 2392: 2388:Unreal Engine 5 2371: 2367:Unreal Engine 4 2322:Luminous Engine 2277:Creation Engine 2240: 2221:Unreal Engine 3 2216:Unreal Engine 2 2056: 2037:Virtual Theatre 2032:Unreal Engine 1 1950: 1910: 1853: 1843: 1775: 1770: 1769: 1761: 1757: 1749: 1745: 1737: 1733: 1728:Wayback Machine 1718: 1714: 1706: 1702: 1697:Wayback Machine 1687: 1683: 1678:Wayback Machine 1668: 1659: 1651: 1647: 1639: 1635: 1627: 1623: 1615: 1611: 1605:Power Unlimited 1602: 1598: 1590: 1586: 1581:Wayback Machine 1571: 1562: 1554: 1550: 1545:"Justin Meisse" 1542: 1538: 1530: 1526: 1521:Wayback Machine 1512:insert credit, 1511: 1507: 1499: 1495: 1487: 1483: 1475: 1458: 1453:Wayback Machine 1443: 1434: 1427:Mike Perrucci, 1426: 1422: 1417:Wayback Machine 1407: 1403: 1395: 1384: 1376: 1367: 1362:Wayback Machine 1352: 1345: 1340:Wayback Machine 1330: 1321: 1313: 1306: 1298: 1294: 1286: 1279: 1271: 1230: 1222: 1215: 1210:Wayback Machine 1200: 1196: 1188: 1179: 1174:Wayback Machine 1164: 1160: 1155:"RSD GameMaker" 1152: 1143: 1133: 1131: 1122: 1121: 1117: 1112: 958: 922:Bionic Commando 888: 878:style battles, 859: 841:Oliver Stone's 834: 831: 818: 815: 790: 769: 766: 741: 697: 668:; two games by 662:Cireneg's Rings 508: 506:Release history 491: 488: 415: 412: 375: 331: 240:Character Maker 210: 85: 83: 80: 76:Initial release 60: 58: 56: 45: 28: 17: 12: 11: 5: 2790: 2780: 2779: 2774: 2769: 2764: 2759: 2754: 2737: 2736: 2733: 2732: 2730: 2729: 2727:Open 3D Engine 2723: 2721: 2717: 2716: 2714: 2713: 2708: 2703: 2698: 2693: 2688: 2683: 2678: 2673: 2668: 2663: 2658: 2653: 2647: 2645: 2641: 2640: 2638: 2637: 2632: 2627: 2622: 2617: 2612: 2607: 2602: 2597: 2592: 2587: 2582: 2577: 2572: 2567: 2562: 2557: 2552: 2547: 2542: 2537: 2532: 2527: 2522: 2517: 2512: 2507: 2502: 2496: 2494: 2490: 2489: 2487: 2486: 2481: 2473: 2465: 2460: 2455: 2447: 2442: 2437: 2431: 2429: 2425: 2424: 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Retrieved 1128:the original 1124:"Game-Maker" 1118: 1101: 1100: 1093: 1092: 1084: 1079: 1078: 1071: 1070: 1064: 1054: 1049: 1048: 1040: 1035: 1034: 1028: 1024: 1019: 1018: 1012: 1002: 997: 996: 981: 980: 973: 972: 965: 941: 938:Die Blarney! 937: 933: 929: 927: 920: 914: 908: 902: 896: 889: 864: 860: 847: 842: 825: 820: 810: 798: 794: 791: 773: 771: 760: 755: 751: 742: 732: 727: 723: 718: 714: 698: 687: 681: 677: 673: 669: 665: 661: 657: 654:Glubada Pond 653: 649: 645: 642:Penguin Pete 641: 637: 633: 627: 623: 619: 615: 611: 607: 603: 599: 594:Penguin Pete 593: 589: 585: 581: 577: 573: 569: 565: 561: 555: 551: 548:Penguin Pete 547: 543: 539: 535: 531: 527: 523: 519: 498:, under the 493: 482: 478: 466: 462: 455: 453:in Chicago. 447: 440: 423: 419: 417: 399: 393: 389: 387: 382: 367: 363: 358: 354: 350: 346: 342: 338: 336: 332: 323:Deluxe Paint 304: 300:attract mode 297: 290: 283: 277: 267: 257: 251: 245: 239: 233: 227: 217: 211: 208:Construction 200:, under the 191: 180: 174: 172: 159: 155: 151: 147: 130: 129: 124: 123: 122: 104:Windows 3.1x 67:Developer(s) 57:Oliver Stone 29: 2525:Game Editor 2404:open-source 2158:PhyreEngine 2042:Voxel Space 2012:Reality Lab 1972:Dark Engine 1916:Proprietary 1862:Source port 1762:Gamasutra, 1750:MobyGames, 1738:MobyGames, 1707:MobyGames, 1652:MobyGames, 1640:MobyGames, 1628:MobyGames, 1555:MobyGames, 1543:MobyGames, 1531:Gamasutra, 1488:A-J Games, 1476:Gamasutra, 1396:Gamasutra, 1287:Gamasutra, 1272:Gamasutra, 974:A-J's Quest 934:A-J's Quest 857:Workarounds 788:Limitations 739:Open format 500:MIT license 484:impossible. 351:See Credits 329:Game engine 317:files, and 309:text data, 221:game engine 202:MIT license 194:source code 152:KD Software 2746:Categories 2691:PlayCanvas 2458:Game-Maker 2332:Panta Rhei 2297:Fox Engine 2133:HeroEngine 2017:RenderWare 1719:DIYGamer, 1688:DIYGamer, 1669:DIYGamer, 1572:DIYGamer, 1408:DIYGamer, 1353:DIYGamer, 1331:DIYGamer, 1201:DIYGamer, 1165:DIYGamer, 1110:References 1065:Parsec Man 1061:anaglyphic 893:indie game 746:Game Genie 469:Windows 95 311:CompuServe 293:hit points 278:Integrator 166:graphics, 125:Game-Maker 61:Joan Stone 33:Game-Maker 2540:id Tech 4 2535:id Tech 3 2484:Stratagus 2419:Z-machine 2383:id Tech 7 2342:RE Engine 2307:id Tech 6 2302:id Tech 5 2272:Construct 2252:4A Engine 2148:Marmalade 2143:Leadwerks 2128:GameSalad 2118:Frostbite 2083:CryEngine 2073:C4 Engine 2022:RPG Maker 1977:GameMaker 1967:Clickteam 1936:Freescape 1931:Filmation 982:Barracuda 950:demoscene 886:Influence 868:cutscenes 616:A-J Games 570:Animation 536:Animation 420:Labyrinth 394:Labyrinth 390:Labyrinth 252:Map Maker 25:Gamemaker 21:GameMaker 2530:GDevelop 2477:Quake II 2463:OHRRPGCE 2402:Free and 2357:Source 2 2347:Snowdrop 2267:Buildbox 2262:Bitsquid 2183:Shark 3D 2123:Gamebryo 2108:Euphoria 1997:LithTech 1941:Gold Box 1896:Game IDE 1724:Archived 1693:Archived 1674:Archived 1577:Archived 1517:Archived 1449:Archived 1413:Archived 1358:Archived 1336:Archived 1206:Archived 1170:Archived 1094:Pipemare 1029:Blinky 3 1020:Blinky 3 1013:Blinky 2 998:Blinky 2 966:Pipemare 830:—  814:—  765:—  638:Pipemare 586:Pipemare 552:GameLynk 540:Pipemare 487:—  418:Whereas 411:—  218:XFERPLAY 134:) is an 95:Platform 2706:Stencyl 2666:Horde3D 2661:GPUOpen 2651:Delta3D 2610:Solar2D 2605:Scratch 2575:Panda3D 2515:Cocos2d 2352:Stencyl 2317:Kynapse 2206:Unigine 2113:Flare3D 1987:GoldSrc 1906:id Tech 1042:Metroid 1027:games, 946:Benelux 898:Seiklus 650:Terrain 578:Terrain 528:Terrain 442:Metroid 425:NetHack 373:History 214:WYSIWYG 140:Amherst 84: ( 2711:Stride 2696:Raylib 2681:OpenFL 2671:libGDX 2625:Torque 2600:Ren'Py 2595:Pygame 2585:Plasma 2500:Away3D 2479:engine 2471:engine 2453:engine 2312:Ignite 2287:Defold 2282:Decima 2231:Vision 2196:Source 2191:engine 2093:Diesel 1102:Sample 1036:Nebula 1025:Blinky 1011:Kids, 930:Blinky 910:Liight 664:, and 648:, and 646:Houses 626:, and 612:Nebula 610:, and 608:Sample 592:, and 590:Nebula 582:Houses 574:Sample 546:, and 544:Nebula 532:Houses 524:Sample 496:GitHub 357:, and 198:GitHub 187:CD-ROM 146:based 136:MS-DOS 100:MS-DOS 44:Boxart 2720:2020s 2701:Snap! 2656:Godot 2644:2010s 2493:2000s 2469:Quake 2440:Build 2428:1990s 2412:1970s 2376:2020s 2292:Felgo 2245:2010s 2211:Unity 2201:Titan 2068:Anvil 2061:2000s 2002:Mugen 1955:1990s 1946:SCUMM 1924:1980s 1134:9 May 987:LHarc 778:LHarc 709:Maine 604:Tutor 566:Tutor 554:game 307:ASCII 128:(aka 2676:Moai 2565:OGRE 2560:Löve 2520:Dim3 2451:Doom 2178:SAGE 2168:RAGE 2047:Zero 1992:Jedi 1884:list 1872:list 1850:list 1781:Wiki 1136:2013 851:NPCs 801:.MOD 676:and 620:Zark 474:1995 428:and 359:Quit 339:Play 272:.VOC 262:.GIF 179:and 111:Type 86:1991 79:1991 2686:ORX 2098:Ego 1009:AOL 876:RPG 872:AM2 703:in 701:BBS 572:), 406:... 402:... 315:GIF 196:on 164:VGA 2748:: 2138:IW 1660:^ 1563:^ 1459:^ 1435:^ 1385:^ 1368:^ 1346:^ 1322:^ 1307:^ 1280:^ 1231:^ 1216:^ 1180:^ 1144:^ 952:. 936:, 807:. 707:, 660:, 656:, 644:, 640:, 622:, 618:: 606:, 588:, 584:, 580:, 576:, 542:, 538:, 534:, 530:, 526:, 476:. 353:, 349:, 345:, 341:, 204:. 142:, 102:, 2163:Q 1852:) 1848:( 1838:e 1831:t 1824:v 1138:. 313:. 88:) 27:.

Index

GameMaker
Gamemaker

Original author(s)
Developer(s)
Platform
MS-DOS
Windows 3.1x
Type
Game creation system
MS-DOS
Amherst
New Hampshire
VGA
Sound Blaster
Computer Gaming World
VideoGames & Computer Entertainment
CD-ROM
source code
GitHub
MIT license
WYSIWYG
game engine
.GIF
.VOC
scripting language
hit points
attract mode
ASCII
CompuServe

Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.

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