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modoversus

Member
Oct 25, 2017
5,674
México
Since Pixel Game Maker MV is officially out now, is anyone planning on creating a official Reset Era thread for the title? It would be dope to have a space here, where we can share ideas and game development progress using the PGM engine.

It would be a good idea to create one. There is already an indie game developer thread, but anything that is not Unity/Unreal/Game maker might get lost in the thread.

I'm learning click fusion, but would like to follow a PGM MV thread to see if it is worth trying it.
 

Sephzilla

Herald of Stoptimus Crime
Member
Oct 25, 2017
17,493
$68 bucks after a 20% discount seems really fucking steep to me. I'll wait for some Era opinions before I jump in.
 

Tizoc

Member
Oct 25, 2017
23,792
Oman
Oooooh that's why I was unable to find this software: It's called 'Pixel Game Maker', mainly on Steam.
I've wishlisted it for now so hopefully it'll go for cheap in the future :P

I understand that. Just saying, I'm going to wait until I hear more opinions on it because 70 bucks is rich for me right now
Game Maker titles have been in bundles multiple times over the years ;)
 

Sephzilla

Herald of Stoptimus Crime
Member
Oct 25, 2017
17,493
That there is no documentation, or tutorials, is damning.

On top of that, two of the four demos games available for manipulation/dissection are in Japanese.

I get it that it's an Early Access suite, but come on...
Ok yeah, definitely waiting a while
 

SartrG

Attempted to circumvent ban with alt account
Banned
Oct 27, 2017
391
Hmm... I might get this. It's cheap enough to warrant a purchase and for developing quick demos...
30 USD equivalent in México is too good to pass on, especially for a development software.
 

roguesquirrel

The Fallen
Oct 29, 2017
5,483
can this use hd assets like the last action game maker or is it only pixel art now? the name change is throwing me off

That there is no documentation, or tutorials, is damning.

On top of that, two of the four demos games available for manipulation/dissection are in Japanese.

I get it that it's an Early Access suite, but come on...
This is pretty much how it was with the last one, its a bummer they didnt step up this aspect for the new version
 
OP
OP

Deleted member 6056

Oct 25, 2017
7,240
Early Access gonna be like an Early Access I guess. Its got a few crashes and some untranslated stuff. Not a lot but a few notes and menus. Physics editor, tilesetting and all that works good and its fast and you can prototype extremely well so lets focus on the good it has and not just what the early access doesnt deliver on yet I guess.

The witch game proves it has some real power once you get under the hood and tune your physics and logic controllers. Strong potential here, but for an early access it is rather limited in areas. I plan on mainly during access focusing on physics editing objects for different types of weaponry and interactions. That way as things update, and get close to the full release build I'll have my settings polished and some nice tools to throw around. I plan on staying clear of plugins in this early phase so no java editting. Also I see little point in doing sprite work heavily or map creation of assets yet. Mainly I feel like prototyping is the way to go right now.

Things I want to try and make:
  • ricochet weapons with varying speed increase or momentum decay as they bounce around
  • boomerang objects that utilize non linear flight paths or steerable flight paths like a sine wave projectile that returns or PK thunder like ability
  • stretchy objects that will "catch" an object, stretch, and bounce it away with increased force. Ideally I want to make vertical vines and throw a ball into it at different angles and see if I can get it to bounce back with a lot of force for a neat interactible that way
  • create tesla coil type scenarios where you have objects that act as lightning rods and when you place or fire another object it fires beams that connect it to the lightning rods as it travels in bursts. I could make a good weapon using this that is a normal shot on its own but as it passes by placed objects it turns into a bullet that fills the screen with laser beams to hit massive areas for a nice visual thrill
  • projectiles that change momentum. I like fireballs in fighters that come out slow then suddenly jet off quickly after a short period. they bait out jumps too early and tend to throw players off. These would be great to give enemies. Likewise if they fire fast and then suddenly slow down and drift around slowly. I could see making a bubble gun with those sorts of physics
  • attempt to make parries like Street Fighter 3 possible in combat. This could be a fun way to explore hitboxes, hurtboxes, frame timing and logic
  • Projectiles with path finding skills. I'd like to make a projectile fire into a pachinko board like set of moving tiles and home in on a target. If I get this I'd like to combine it with a bullet that splits into more bullets exponentially and create a sort of burst of living bullets crawling around that multiply like some kind of virus that keeps on dividing into more of itself seeking out a host to kill
  • Projectiles that change the physics of other objects. I'd like to test logic out and see if I could get something to change logic either permanently or temporarily upon interacting with a projectile. I'll start with a gravity editor. See if I can't make a bullet that makes objects suddenly float and drift away only to wear off and send them crashing down.
This is my early access prototyping hit list so far. If you can think of other physics challenges hit me up. I'd love to test them.
 

Cloud-Hidden

Member
Oct 30, 2017
4,987
I reached out to PR and asked them to ask the devs if making a rhythm game would be possible using this software. They said nothing like that is implemented at the moment, but they are considering it as a plug-in. That is what I'm waiting for. A rhythm game expansion that lets you import your own custom midi tunes...
 

Feral

Member
Oct 25, 2017
3,006
Your Mom
curious about how many pixels you can use for your sprites. I think the RPG Maker lets you import HD assets with a plugin?

bought it but didn't get around to testing it yet
 

donkey

Sumo Digital Dev
Verified
Oct 24, 2017
4,851
Someone's made a nice tutorial on getting started:



EDIT: Now with a parallax scrolling tutorial.

 
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donkey

Sumo Digital Dev
Verified
Oct 24, 2017
4,851
Been using PixelGameMaker for our latest in-house game jam. Enjoying it so far!




In case twitter doesn't work for y'all.

7OY3stN.gif

kiJzMs0.gif
 
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Feral

Member
Oct 25, 2017
3,006
Your Mom
the community is kind of dead right now. The unfinished Early Access state of the software didn't really help with making a good first impression. I sure hope they are going to continue supporting PGMMV for quite some time

did I miss anything or are can you only have 4 layers right now? That seems a bit low for sidescrollers. Especially since I'd like to have layer switching between interactable layers sometimes down the line, like Castlevania stairs or Retro DKC or LBP
 

donkey

Sumo Digital Dev
Verified
Oct 24, 2017
4,851
You can do more than four. There's a + sign on the far right of the layer tabs to add more layers.
 

donkey

Sumo Digital Dev
Verified
Oct 24, 2017
4,851
That looks amazing!

How has your experience working with it been so far? I used to be really into RSD GameMaker back in the DOS days and have been itching to play with something similar again.
Thank you! Small learning curve all things considered, especially with the crunch of a game jam. To be able to get to where that's at in less than a couple weeks was a lot faster than I expected.
 

donkey

Sumo Digital Dev
Verified
Oct 24, 2017
4,851
Dunno if anyone's still using PGM here, but it's become much more stable since release, currently at v0.91 in open beta. Also, I ended up winning the game jam awhile back so I've just been putzing along with it here and there. ^^




VDMUGqB.gif

zMhQKXe.gif
 

Sephzilla

Herald of Stoptimus Crime
Member
Oct 25, 2017
17,493
Dunno if anyone's still using PGM here, but it's become much more stable since release, currently at v0.91 in open beta. Also, I ended up winning the game jam awhile back so I've just been putzing along with it here and there. ^^




VDMUGqB.gif

zMhQKXe.gif

has the ease of use improved with this at all?
 

yap

Avenger
Oct 25, 2017
8,877
that's some really hype stuff, donkey show.

university work had me drop pgm for awhile, but i've been itching to dive back in.
 

donkey

Sumo Digital Dev
Verified
Oct 24, 2017
4,851
Woah very nice job! You did the whole thing? How was it working with the tool? Any tips?
Yup. Thanks! ^^ The engine fits my project fine, so I haven't had too much issue aside from things still being in Early Access and lack of documentation. Honestly was surprised to get it running to where it was in a short time, all things considered.

They have active tutorials in the engine now to get you started, so that's been cool when catching up with some basic things I've missed.
has the ease of use improved with this at all?
Ehhhhh, it's way less glitchy, but the overall setup hasn't changed since it first released. Just lots more quality of life changes.

that's some really hype stuff, donkey show.

university work had me drop pgm for awhile, but i've been itching to dive back in.

Thanks a bunch! ^^ Probably a good time to get back into it with the engine being a tad more mature.
 

Deleted member 3465

User requested account closure
Banned
Oct 25, 2017
1,240
Space
Been using PixelGameMaker for our latest in-house game jam. Enjoying it so far!




In case twitter doesn't work for y'all.

7OY3stN.gif

kiJzMs0.gif


I actually liked a bunch of pictures from this game this morning when the official PGM account retweeted it! This looks awesome! I've bought this program since launch, but have yet to use it. Seriously awesome job! :) Very inspiring
 

donkey

Sumo Digital Dev
Verified
Oct 24, 2017
4,851
Seriously awesome job.

I actually liked a bunch of pictures from this game this morning when the official PGM account retweeted it! This looks awesome! I've bought this program since launch, but have yet to use it. Seriously awesome job! :) Very inspiring

Thank a bunch, y'all! It'd be neat if it progressed further if there was enough interest, but I'm cool with just messing around at the moment. ^^

But like I mentioned earlier, I've really enjoyed working with this engine on the side. I do wonder though how it would handle some proper HD sprites.
 

GabriocheXD

Member
May 27, 2019
784
Holy thread revival Batman.

So, 3 years after the fact... Would some of you recommend this to me if all I wanted to do was experiment with some ideas I have, or are there better alternatives now that we're in 2022? The reviews make it sound perfect for me, but even on sale, it's still quite pricey. Also, is this thing the reason the Switch store is filled with junk? The ability to port your shitty game to the Switch so easily seems like such a terrible idea to me ^^
 

Giga Man

One Winged Slayer
Member
Oct 27, 2017
21,211
I am extremely interested. It's on sale for $21.24 on Steam. The offers lasts till the 24th, so I guess I have a day to try the demo...
 

Nilson

Member
Nov 5, 2017
1,414
I own this but haven't used it much yet. It seems pretty good actually, though I'm not sure if the community is robust as it is for rpgmaker.
 

yap

Avenger
Oct 25, 2017
8,877
To my knowledge, there's yet to have been a huge breakout game using this engine but the small community keeps it alive and well. I recently got back into it and I find it a good tool to explore 2D gameplay ideas with minimal coding knowledge.
 

donkey

Sumo Digital Dev
Verified
Oct 24, 2017
4,851
I still use it on and off for our internal game jams. It's easy just jumping into, especially on solo projects.




Also, is this thing the reason the Switch store is filled with junk? The ability to port your shitty game to the Switch so easily seems like such a terrible idea to me ^^

LOL, you do have to sign with Kadokawa/Gotcha Gotcha before you can port stuff to the Switch.
 
OP
OP

Deleted member 6056

Oct 25, 2017
7,240
I still use it on and off for our internal game jams. It's easy just jumping into, especially on solo projects.






LOL, you do have to sign with Kadokawa/Gotcha Gotcha before you can port stuff to the Switch.

This. Plus the naming thise games all "pixel game maker series _____" is branding the engine poorly much like how free versions of unity have the engine name show up with made with unity.

First entry titles should never be branded with an engine name or it sends the wrong impression of the engines quality. Now that the tutorials are fully fleshed in english this engines a breeze for non coders and pretty great for action and 2d physics.
 

Giga Man

One Winged Slayer
Member
Oct 27, 2017
21,211
So, you know how those pop-ups on Steam show up in the bottom-right corner of the game screen whenever you launch a game? That happens every time I test play in Pixel Game Maker. How do I disable those pop-ups?