[WIP] Meemos Planet
Official Game WIP topic
Meemo's Planet, is a robot survival game, with crafting...
I am making it with Game Maker Studio.
I do the programming and graphics (eish) and Scott (a perfect stranger) was so awesome to join in to do the sound.
Let me know what you think?
I need help with designing the enemies and goals better, and always pixel art.

When I get a chance, this topic post can look better,
but I try to do this with the official WIP topic rather there at game makers forums..
I thank you for your time looking at this!
Regards,
Morne
Edit: Fixed link
Meemo's Planet, is a robot survival game, with crafting...
I am making it with Game Maker Studio.
I do the programming and graphics (eish) and Scott (a perfect stranger) was so awesome to join in to do the sound.
Let me know what you think?
I need help with designing the enemies and goals better, and always pixel art.

When I get a chance, this topic post can look better,
but I try to do this with the official WIP topic rather there at game makers forums..
I thank you for your time looking at this!
Regards,
Morne
Edit: Fixed link
Thanked by 1Bensonance
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Official Game WIP topic
Otherwise, the game looks pretty cool. I really like the concept.
I'd also like to add that when I read "a robot survival game, with crafting", my thought was that the world has enough of these. When I learnt that it's more a game about cleaning up after humanity, that's what made me actually want to give it a try and see what it's about...
Thanks for the suggestions, hmm you make a good point AlphaSheep.
The earth clean up mechanic is really far from where it needs to be, and currently most fans seem to want me to focus on polishing the survival mechanic. But I'd like to incorporate the message of rehabilitating the planet, and I'm toying with the idea of "terraforming"...iPixelPierre - how would you implement this in GMS? I'm making use of ds_grids for the terrain...and I'm really concerned about performance once I start playing with changing the tiles via the grid values in game, not sure of an alarm as a low performance slow step will cut it.
I tried to download the game, but the download button does not seem to do anything. (Possibly it's my browser?)
Edit: Oh, nvm, I did not read properly.
I also don't know if it's just me but the game seems REAL slow. I pressed Escape by accident and had to start a new game and then, clicking on the different buttons I found there was another escape button. After starting a couple of games I got an OutOfMemory exception.
I haven't figured out what progress bars are. There's batteries, hearts (I presume health) and golden goose eggs.
I feel like I already need a wiki to show what the different crafted items are for.
I have been since the start of this project struggling to make sure performance works, that is why in GMS I use low zoomed graphics, which is not everyone's favorite.
What PC do you use, since in the past many people running win7 32bit have complained since I compile my game on a win8 64bit, which has given issues. Sorry to hear of your issues.
also i only use GMS regular windows build, and not the YYC.
thanks for your time testing, to all of you!!
The images aren't going to be your problem. But are you creating ALL the objects of the entire world as the game is started up? You can look at only loading creatures and objects that are near to the player and save their state to file and destroy them when the player moves away (loading them from file and instantiating them when the player returns).
Definitely surfaces will kill you if you're not disposing of them properly.
Can you setup a wiki or something with the crafting recipes so it's easier for me to test?
Finally, I built a crafting table but I couldn't figure out how to place it on the ground. Only after building one did I realise the 1st slot already contains one.
I still feel like I don't really have a purpose. In a game like Don't Starve the: name of the game, Maxwell's introduction, the speed at which you get hungry and character animations all help to guide the player as to their initial quest. Your game needs some initial motivation as well other than "survive".
Don't assume that "memory load" is an issue in GM - you have to have thousands of objects for that to be an issue, I think in GM7 I was cool with 3000 objects the last time I tested years and years ago - it's got to be even better now.
here is a wiki link, but not populated yet with recipes, feel free to add:
http://meemosplanet.wikia.com/wiki/Meemosplanet_Wiki
Here is Trello project page, with known bugs:
https://trello.com/b/V66w5gDf/meemo-s-planet
It must be the surfaces then...but to answer your question I create all the objects, then deactivate all and only activate what the player can see...
Step 1: create grid values
Step 2: Draw the grid tiles once in world
Step 3: create objects (biomes) specific according to grid values on a die roll chance loop through all, only done once
Step 4: de-activate all
Step 5: create control and player objects
Step 6: activate objects in window
General: always check zones where mouse is to manage mouse controls and inventory
All items and recipes and inventory/chest/box/craft table all managed from separate ds_grids.
[PS] sorry for short reply, my family came to visit and wont be able to respond much over the weekend.
[PSS] really appreciate all your feedback!!
I also found out the golden goose eggs is oil, I got to having no oil but didn't notice a difference in gameplay.
Thanks alot! I wanted people to have a sense of discovery, that is why not all recipes are unlocked, but when you do discover them they unlock permanently to prevent punishing the player...
Yeah it is oil...
At the moment the game is more an engine, so balance is way out, I think it needs to more difficult, and a good death scene will be good. The oil at the moment doesn't really have much function apart from a very tine speed increase and extra health bar when power (batteries) are empty. When batteries are empty, the oil decreases and then the health. When I started making this game I thought "don't starve" is to brutal...but now i'm starting to realise it works well to give a player the sense of achievement when he/she survives against those odds.
I'm still improving my surface skills, so hopefully I will fix some of those issues in future if i'm im doing something wrong there, I suspect that my enemy shadows (on a normal draw event) is also drawing onto the night or atmosphere surface, which causes more fps drops...since slower PCs are more affected.
@Dislexcia - I think I understand, but can you give an example, so i'm sure? "Also, regular pixel operations on surfaces are slow, so if you're doing anything like that, stop."
At the moment I'm trying to follow the surface tutorial of GMS, in terms of my methods, but I do create and kill the atmosphere (night) surface on every step for the view window size.
[EDIT] will only update game later today, so it will be in version 1.0.2 only
Also added mouse controls to place objects in world, for objects like firebox, furnace, planting seeds to harvest plants, boxes etc. ... so it should be easier to now develop machines which can be place in the game world like a quasi base...
Demo - 1.2.1 [8Mb] - 21 Feb 2014
I'm still trying to figure out how to build a furnace but now I don't have much to do besides hoarding everything and killing anything that moves.
R = Rock (don't think i changed it to stone, which you make by smelting rock?)
W = Wood
Furnace recipe =
R, R, R
R, W, R
R, R, R
Yeah I need to add alot more to do for the game...sorry I'm a bit slow, at the moment I'm still trying to work out the engine mechanics before I focus on the "game"
Also at the moment, I have a design issue that when a fire is lit, inventory items cannot be dropped to the ground to make it easier to actually burn them...now when you leave the fire, then you cannot drop items and it looks like a bug. Not sure how to design around this, without upsetting the player.