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  • Joined: 18 Jul 2019
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SMS Game Maker - Make games without code
Post Posted: Wed Jul 24, 2019 9:35 pm
Hello everyone.

I'm currently working on a software to make games for the master system without a single line of code.
You can see a video that showcase the different features which work on the SMS.



It's in early stage of development. Only one week for the SMS Engine( You can see bugs in the scrolling).
I learned a lot thanks to this forum. And the available tools and libs are wonderfull!
Thank you so much guys! You did an amazing job.

Currently working features:
- Tiles editor
- Main character settings (position, speed, jump power)
- In app test (Test directly in the tile editor)
- Preview (Test with sms screen resolution)
- Emulator test

Features that will be available soon:
-H/V flipped tile
-Front tile (Priority flag)
-2 Players
-Random map size
-Switch and doors
-Mob

Feature that will be added eventually :
-Seamless open world engine
-Parallax
-Water level (like in sonic)
-Coop editing (Edit a map with your friends in real time online)

Thanks.
title.png (44.77 KB)
title.png
tile editor.png (25.31 KB)
tile editor.png
test.png (20.22 KB)
test.png
thanks.png (44.34 KB)
thanks.png
SMS_GM_demo.zip (7.94 KB)
Game made the tool

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  • Joined: 25 Feb 2006
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  • Location: Belo Horizonte, MG, Brazil
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Post Posted: Wed Jul 24, 2019 10:29 pm
That's a pretty awesome project! Can't wait to see it in action. ;)
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  • Joined: 08 Sep 2018
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Post Posted: Wed Jul 24, 2019 10:41 pm
Interesting, are you going to open source this on GIT?
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  • Joined: 19 Oct 1999
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Post Posted: Thu Jul 25, 2019 6:20 am
Video added. I guess this is really a platform game maker rather than a general game maker; I look forward to seeing what people make of it.
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  • Joined: 29 Mar 2012
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Post Posted: Thu Jul 25, 2019 6:24 am
wow! I saw the video, it looks amazing!!
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  • Joined: 18 Jul 2019
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Post Posted: Thu Jul 25, 2019 7:16 am
Thanks for the video Maxim!
Maxim wrote
I guess this is really a platform game maker rather than a general game maker;

Yes for now. But in the future things like gravity and input will be customisable.

IllusionOfMana wrote
are you going to open source this on GIT?

When I have a clean version of the code. Yes
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  • Joined: 05 Nov 2014
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Post Posted: Thu Jul 25, 2019 10:40 am
This looks pretty neat!
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  • Joined: 21 Oct 2015
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Post Posted: Thu Jul 25, 2019 11:11 am
OMG!!!
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SMS Game Maker - Update 1(Slope/RPG style gameplay)
Post Posted: Thu Aug 01, 2019 9:27 pm
Hello Guys!

This is the first update for the project.
.be

New features:
-Slope
-Tile collision editor
-Front layer
-Sprite sheet editor
-Input editor

More info on my blog


slopeDemo.sms
RPG_Demo.sms
slope.png (10.16 KB)
slope.png
frontTIle.png (3.87 KB)
frontTIle.png

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  • Joined: 08 Sep 2018
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Post Posted: Thu Aug 01, 2019 10:34 pm
very interesting! Im extremely interested in the RPG Style builder!
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  • Joined: 06 Apr 2015
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Post Posted: Sun Aug 04, 2019 1:48 am
Looks brilliant so far! This will be wonderful for artists to be able to create games.

Could you please include controls for Controller 2? For example, to allow for twin stick shooting, or maybe for inventory management in an RPG...
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  • Joined: 06 Aug 2019
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  • Location: Brazil
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Awesome
Post Posted: Tue Aug 06, 2019 12:59 pm
Awesome, I've just (and finaly) subscribed SMS Power because of your project, that already looks awesome.

Thank you for this project, you already made quite a progress in less them 2 weeks, flip tiles, tile priority, slopes, wow too much for little time, congratulations.

And don't hold back, give us SMS full power (yes, parallax please, doors and big metroidvania map, FM sound if possible), let's pussh the small brother to it's limits.

Since I saw your video on youtube, yesterday, I started to adapt a tileset that I was working on GB restrictions to sms. Already adapted the first still sprite.
sprite sms.png (6.36 KB)
WIP sms 1 frame sprite
sprite sms.png

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  • Joined: 18 Jul 2019
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Post Posted: Tue Aug 06, 2019 10:48 pm
Last edited by Yuguzu on Wed Aug 07, 2019 7:10 am; edited 1 time in total
Amaweks wrote

And don't hold back, give us SMS full power (yes, parallax please, doors and big metroidvania map, FM sound if possible), let's pussh the small brother to it's limits.


Thanks Amaweks. I'm working on the "metroidvania map" right now. I'm trying to optimize code while finding a good algorithm for compression. Doors and other interactive objects will be very easy to implement in comparison.

Amaweks also wrote

Since I saw your video on youtube, yesterday, I started to adapt a tileset that I was working on GB restrictions to sms. Already adapted the first still sprite.


Your sprite looks great. If you finish the sprite sheet, it will be fun to use it for a next video. Well if you want of course.
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  • Joined: 06 Aug 2019
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Post Posted: Tue Aug 06, 2019 11:23 pm
Wow, thanks for teh answer.
And yes, I just want to redraw the tileset I already have (3 alien landscapes) and them I'll start with the sprites (this week I hope). I'll be glad if you use them on sms game maker.

Wich resolution whould I espect and use to make a mockup? 256X192? Will be 256X224 an option?

Thanks for this greate work.
sms tile test.png (38.55 KB)
wip sms tiles
sms tile test.png

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Post Posted: Wed Aug 07, 2019 11:27 am
Amaweks man. You have talent. Its an awesome tileset.
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Post Posted: Wed Aug 07, 2019 3:49 pm
If you want some tilesets to test on your program but dont mind the artist dropping some shameless promotion, i have an interesting set for a top down game on the Master System Im currently working on lol.
castle akuma demo.png (92.92 KB)
SMSCastle Tileset
castle akuma demo.png

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  • Joined: 14 Sep 2018
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Post Posted: Wed Aug 07, 2019 4:10 pm
Dude... you're frikn amazing. I sometimes wondered if there would ever be an SMS equivalent game maker tool that could one day rival that of NESmaker. Keep it up, take your time and don't rush (lest you burn yourself out like I have on some of my own projects in the past), I have a lot of faith in the success of your project.

Do you plan to support the other two siblings of the SMS too? like the SG1K & GG? Their biggest hardware differences are mostly VDP-related, with a few minor differences as well (sound/ram in the case of the SG1K, pause/screen display behavior in case of the GG). Imagine making full use of the GG color pallette.. one could make some really pretty games on there, like Sylvan Tale or Kishin Douji Zenki as examples.

I'm willing to do some real hw testing if that helps, as soon as I fix my Game Gear that is, one of the capacitors broke loose due to a rushed soldering job and I need to re-solder it first.

Sorry for my rambling, great project man. :]
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Post Posted: Wed Aug 07, 2019 6:53 pm
kaportza wrote
don't rush (lest you burn yourself out like I have on some of my own projects in the past), I have a lot of faith in the success of your project.


Thanks. Yeah. I know that too. That is why this time I did things diferently. I started by talking about the project instead of burning for 1 or 2 month trying to have something revolutionary to show.

kaportza then wrote
Do you plan to support the other two siblings of the SMS too? like the SG1K & GG?


Not the SG1K but the GG yes. I've never played the SG1K. But GG is a part of my childhood. This wonderful console like the SMS is in my heart. GG + me =
Personaly I would like to port "the story of thor" on the sms and gg.

Thanks for your faith in the project man.
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  • Joined: 21 Mar 2016
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Post Posted: Thu Aug 08, 2019 6:25 am
Looking great.

Any plans to allow building maps out of metatiles?
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Post Posted: Thu Aug 08, 2019 6:45 am
Yuguzu wrote

Personaly I would like to port "the story of thor" on the sms and gg.

Take my money!
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Post Posted: Thu Aug 08, 2019 9:26 am
surt wrote
Any plans to allow building maps out of metatiles?


Yes. Also brush and custom metatiles saved with a ctrl-c.
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Post Posted: Sun Aug 25, 2019 9:49 pm
IllusionOfMana wrote
If you want some tilesets to test on your program but dont mind the artist dropping some shameless promotion, i have an interesting set for a top down game on the Master System Im currently working on lol.


I just realized. I did not answered you. Yes if you have some tilesets I will be happy to use them.


New update:




More info on my blog: https://yuguzus.blogspot.com/
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Post Posted: Sun Aug 25, 2019 9:57 pm
Looking amazing !!!

Very interesting ;)
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Post Posted: Sun Aug 25, 2019 11:26 pm
Wow, this keeps getting more amazing! great job guy!! :)
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Post Posted: Sun Aug 25, 2019 11:55 pm
Yuguzu wrote

I just realized. I did not answered you. Yes if you have some tilesets I will be happy to use them.
If you want some SMS-spec assets I put together a small collection on OpenGameArt.org: https://opengameart.org/content/sms-like
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Post Posted: Wed Aug 28, 2019 7:16 pm
surt wrote
If you want some SMS-spec assets I put together a small collection on OpenGameArt.org: https://opengameart.org/content/sms-like


Thanks. They are awesome. But do you have tilesets that fit on a 256x64 or 128x128 image with tiles present only once?
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Post Posted: Wed Aug 28, 2019 7:40 pm
Yuguzu wrote
But do you have tilesets that fit on a 256x64 or 128x128 image with tiles present only once?
These aren't from actual SMS games so you'd have to pick-and-choose the tiles you want to assemble a tileset for a given game/level.

EDIT:
I could probably assemble something if you've got something specific in mind. Or you could give me access to a build so I can assemble one alongside a map. :P
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Post Posted: Fri Sep 13, 2019 8:42 pm
That's awesome! Which programming language you're using?
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Post Posted: Mon Sep 16, 2019 6:31 pm
raphaelncampos wrote
That's awesome! Which programming language you're using?


For the master sytem part, c and asm.
For the tool, action script 3. Yes I'm retro ;)


And here it comes the next update:



I'm few steps away of achieving one of my goal for this project:
A seamless open world engine.

More info on my blog: https://yuguzus.blogspot.com/
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Post Posted: Mon Sep 16, 2019 9:25 pm
That is some very exciting work, Yuguzu... take your time and keep those updates coming!
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Post Posted: Tue Sep 17, 2019 2:47 pm
When you create a giant map, are you also able to place unique objects and enemies in various locations in the map? So for example, one super cluster would contain a particular gem that the player is searching for, but it shouldn't be repeated in every identical super cluster.
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Post Posted: Tue Sep 17, 2019 3:23 pm
Oh cool! Ive been looking forward to this update!
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Post Posted: Wed Sep 18, 2019 4:08 pm
Centrale wrote
When you create a giant map, are you also able to place unique objects and enemies in various locations in the map? So for example, one super cluster would contain a particular gem that the player is searching for, but it shouldn't be repeated in every identical super cluster.


Yes you can place objects wherever you want. Actualy in the last video, sonic is an object and can be placed anywhere.

I'm currently working on objects right now. The next update will be on this subject.
screen.png (9.51 KB)
screen.png

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