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.
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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.
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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
724:
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
321:.FLI animations into multimedia presentations during menus and between levels. Although Game-Maker includes no tools for developing these files, the formats are standardized enough to allow the user a choice of standalone utilities. In addition, image data produced with outside programs such as
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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."
822:(partially due to a desire to eliminate programming from the design tools); a lack of persistent flags for game events (partially due to memory constraints); and the lack of on-screen displays for health, lives, and other counters (due to Andrew's emphasis on full-screen rendering).
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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.
690:: In 1995, the Canadian company Microforum rebranded and repackaged the CD-ROM version of Game-Maker 3.0 for release to a worldwide market. This version includes a spiral-bound user manual. The disc contents are the same as the original RSD release.
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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.
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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
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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
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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.
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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
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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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1075:(Matt Bell, 1993) – A side-scrolling strategic action game with puzzle-solving elements; perhaps the most widely distributed Game-Maker game.
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1097:(RSD, 1991) – G. Oliver Stone's top-down action maze game, which provides much of the iconography for the Game-Maker software and packaging.
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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.
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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
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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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630:. Both packages of version 3.0 include a square-bound 104-page user manual and several leaflets about the use of the software.
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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
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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
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1105:(RSD, 1991) – Joan Stone's simple 3/4 view adventure game that formed the basis for dozens of user-created games.
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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
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1045:-influenced action-adventure platformer, that was always first to demonstrate any new features to the software.
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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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138:-based suite of game design tools, accompanied by demonstration games, produced between 1991 and 1995 by the
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236:– for designing 20x20 pixel .BBL background tiles and .CBL/.MBL animation frames for characters and monsters
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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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602:: A three-microfloppy (1.44 MB) package contains the full set of RSD tools, the in-house developed games
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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
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230:– for designing and editing custom 256-color .PAL palette files (for sprites, color #255 is clear)
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522:: Includes one 1.44 MB microfloppy disk containing the full set of RSD tools plus the games
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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
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636:: this package includes the contents of the floppy package, plus first-party games
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550:. Also included, beginning in version 1.04, is a separate diskette containing the
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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.
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254:– for designing 100x100 tile .MAP files (10 screens tall; 6-1/4 screens across)
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392:, designed by Andrew Stone in January 1991. Although the engine is different,
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All games share a common interface, with a menu screen offering six options:
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1981:
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832:
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
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G. Andrew Stone, "The Making and Unmaking of a Game-Maker Maker", Gamasutra
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280:– for compiling and organizing resources together into a playable .GAM file
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Game-Maker consists of a text-mode wrapper, tying together a collection of
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248:– for animating and sequencing .MON "monster" (i.e., non-player) sprites
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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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1053:(Mark Hadley, 1994) – A minimalist free-floating/platform shooter by
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1225:"Recreational Software Design's GameMaker product, released in 1994"
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is easily imported and split into background tiles or sprites.
270:– for designing PC speaker .SND files, assigning Sound Blaster
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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
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1490:"Builder: Build footholds. Destroy obstacles. Be observant."
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1355:"The Game-Maker Archive – Part 13: The World Wide Haystack"
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1001:(Jeremy LaMar, 1994) – A top-down action game inspired by
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3D glasses to add both atmosphere and functional design.
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this information can be tracked in the inventory screen.
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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."
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882:, shooting galleries, and destructible terrain.
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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.
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1514:"From Shooter to Shooter: The Rise of cly5m"
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1015:and its sequel achieved a small cult status.
1671:"The Game-Maker Archive: Samples and Demos"
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170:sound, and full-screen four-way scrolling.
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1316:"Facebook Game-Maker page, July 1st 2014."
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1059:designer Mark Hadley, that uses red/cyan
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827:with it held at arm’s length for a day.
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274:samples, and formatting .CMF music files
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1410:"The Game-Maker Archive: Mike Perrucci"
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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
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1810:Lost Media Wiki page on RSD Game-Maker
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1191:"Issue #114 (January 1994), page #209"
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1690:"The Game-Maker Archive: Mark Hadley"
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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!
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925:associate producer James W. Morris.
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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.
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989:auto-compression and the portable
674:Woman Warrior and the Outer Limits
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439:. "In fact, making something like
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1478:"The Game-Maker Story: Infoboxes"
422:grew out of Andrew's interest in
1618:"vgmaps tool for RDS Game-Maker"
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1764:"Inside the Mind of Gary Acord"
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158:(Screen Entertainment, UK) and
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1795:Game-Maker demo at archive.org
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1007:. Through its distribution on
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514:Game-Maker 3.0, CD-ROM edition
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1:
2762:Formerly proprietary software
2555:Lightweight Java Game Library
1785:RSD Game-Maker Facebook group
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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"
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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
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913:programmer Roland Ludlam,
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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:
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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:
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2777:Windows software
2409:
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2362:UbiArt Framework
2327:Nvidia GameWorks
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1130:on 26 April 2012
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2570:Open Wonderland
2545:Irrlicht Engine
2488:
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2392:
2388:Unreal Engine 5
2371:
2367:Unreal Engine 4
2322:Luminous Engine
2277:Creation Engine
2240:
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2216:Unreal Engine 2
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2032:Unreal Engine 1
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1545:"Justin Meisse"
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1512:insert credit,
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1155:"RSD GameMaker"
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958:
922:Bionic Commando
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878:style battles,
859:
841:Oliver Stone's
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668:; two games by
662:Cireneg's Rings
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78:
74:
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54:
52:
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41:
36:
30:
26:
22:
2757:DOS software
2476:
2468:
2457:
2450:
2189:Silent Storm
2188:
2173:Retro Engine
2153:MT Framework
1982:Genie Engine
1846:Game engines
1758:
1746:
1734:
1715:
1703:
1684:
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1607:, March 1994
1604:
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1527:
1508:
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1295:
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1161:
1132:. Retrieved
1128:the original
1124:"Game-Maker"
1118:
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981:
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938:Die Blarney!
937:
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681:
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661:
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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:
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393:
389:
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367:
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323:Deluxe Paint
304:
300:attract mode
297:
290:
283:
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267:
257:
251:
245:
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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:.
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.